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List of known enum values, for cases where component_documentation.txt has a mention such as this: RAGDOLL_FX::Enum


ARC_TYPE

  • MATERIAL
  • LIGHTNING

AUDIO_LAYER

  • EFFECT_GAME
  • EFFECT_UI
  • AMBIENCE
  • MUSIC

BIOME_TYPE

  • BIOME_PROCEDURAL
  • BIOME_BITMAP
  • BIOME_WANG_TILE

DAMAGE_TYPES

  • NONE
  • DAMAGE_MELEE
  • DAMAGE_PROJECTILE
  • DAMAGE_EXPLOSION
  • DAMAGE_BITE
  • DAMAGE_FIRE
  • DAMAGE_MATERIAL
  • DAMAGE_FALL
  • DAMAGE_ELECTRICITY
  • DAMAGE_DROWNING
  • DAMAGE_PHYSICS_BODY_DAMAGED
  • DAMAGE_DRILL
  • DAMAGE_SLICE
  • DAMAGE_ICE
  • DAMAGE_HEALING
  • DAMAGE_PHYSICS_HIT
  • DAMAGE_RADIOACTIVE
  • DAMAGE_POISON
  • DAMAGE_MATERIAL_WITH_FLASH
  • DAMAGE_OVEREATING
  • DAMAGE_CURSE
  • DAMAGE_HOLY

EDGE_STYLE

  • COLOR_EDGE_PIXELS
  • EVERYWHERE
  • CARDINAL_DIRECTIONS
  • NORMAL_BASED

EXPLOSION_TRIGGER_TYPE

These values are used by ExplosionComponent trigger property to determine when the explosion defined on this component will trigger.

  • ON_DEATH - triggers when the entity housing ExplosionComponent is killed
  • ON_CREATE - triggers the moment ExplosionComponent is added to the entity
  • ON_TIMER - triggers according to the timeout_frames property in the ExplosionComponent

FOG_OF_WAR_TYPE

  • DEFAULT
  • HEAVY_CLEAR_AT_PLAYER
  • HEAVY_CLEAR_WITH_MAGIC
  • HEAVY_NO_CLEAR

GAME_EFFECTS

These are the game effect names defined in Noita.

GENERAL_NOISE

  • IQNoise
  • DirtyPeeNoise
  • QemNoise
  • WhiteNoise
  • MixNoise
  • SimplexNoise
  • STB_Perlin
  • FastBlockNoise
  • SimplexNoise1234

HIT_EFFECT

  • NONE
  • LOAD_ENTITY
  • LOAD_CHILD_ENTITY
  • LOAD_UNIQUE_CHILD_ENTITY
  • LOAD_GAME_EFFECT
  • LOAD_UNIQUE_GAME_EFFECT
  • CONVERT_RAGDOLL_TO_MATERIAL
  • CRITICAL_HIT_BOOST
  • DAMAGE_BOOST
  • SWAPPER

INVENTORY_KIND

  • QUICK
  • FULL

JOINT_TYPE

  • REVOLUTE_JOINT
  • WELD_JOINT
  • REVOLUTE_JOINT_ATTACH_TO_NEARBY_SURFACE
  • WELD_JOINT_ATTACH_TO_NEARBY_SURFACE

LUA_VM_TYPE

  • SHARED_BY_MANY_COMPONENTS
  • CREATE_NEW_EVERY_EXECUTION
  • ONE_PER_COMPONENT_INSTANCE

MATERIALAUDIO_TYPE

  • NONE
  • LAVA
  • MAGICAL

MATERIALBREAKAUDIO_TYPE

  • NONE
  • WOOD
  • CHAIN

MOVETOSURFACE_TYPE

  • ENTITY
  • VERLET_ROPE_ONE_JOINT
  • VERLET_ROPE_TWO_JOINTS

NOISE_TYPE

  • IQ2_SIMPLEX1234
  • IQ_SIMPLEX
  • SIN_CAPPED_EVERYTHING
  • SIN_CAPPED_SIMPLEX

PARTICLE_EMITTER_CUSTOM_STYLE

  • NONE
  • FIRE

PROJECTILE_TYPE

  • PROJECTILE
  • LIGHTNING
  • VERLET
  • MATERIAL_PARTICLE

RAGDOLL_FX

Used in ProjectileComponent.ragdoll_fx_on_collision, among other places

  • NONE
  • NORMAL
  • BLOOD_EXPLOSION
  • BLOOD_SPRAY
  • FROZEN
  • CONVERT_TO_MATERIAL
  • CUSTOM_RAGDOLL_ENTITY
  • DISINTEGRATED
  • NO_RAGDOLL_FILE
  • PLAYER_RAGDOLL_CAMERA

VERLET_TYPE

  • CHAIN
  • CLOTH
  • BLOB