VisualGearTypes.wiki
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#summary List of all visual gear types
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This is a list of available visual gear types, as of 0.9.23.
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For a current list of the visual gear types look at `hedgewars/uTypes.pas` at
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the `TVisualGearType` enumeration: https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l115
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= List of visual gear types =
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== Environment ==
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|| *Variable name* || *Short description* ||
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|| `vgtFlake` || Theme flake ||
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|| `vgtChunk` || Theme chunk (spawns when blowing up land) ||
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|| `vgtCloud` || Cloud ||
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|| `vgtDust` || Dust cloud (e.g. of mudball) ||
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|| `vgtSplash` || Water splash ||
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|| `vgtDroplet` || Water droplet ||
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|| `vgtBubble` || Underwater bubble ||
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|| `vgtSteam` || Steam cloud (when fire hits water) ||
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|| `vgtFire` || Small decorative/harmless flame ||
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|| `vgtSmoke` || Gray smoke cloud ||
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|| `vgtSmokeWhite` || White smoke cloud ||
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== Explosion  ==
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|| *Variable name* || *Short description* ||
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|| `vgtExplosion` || Small explosion (complete animation) ||
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|| `vgtBigExplosion` || Big explosion (complete animation which also makes screen shake) ||
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|| `vgtExplPart` || Small explosion particle, part of explosion animation ||
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|| `vgtExplPart2` || Another small explosion particle, part of explosion animation ||
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|| `vgtSmokeRing` || Smoke ring, part of explosion animation ||
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== Weapons and projectiles ==
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|| *Variable name* || *Short description* ||
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|| `vgtNote` || Piano note ||
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|| `vgtBeeTrace` || Random colored flower (bee particle) ||
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|| `vgtEgg` || Broken egg shell particle ||
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|| `vgtFeather` || Birdy's feather ||
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|| `vgtSmokeTrace` || Strange smoke-like cloud from mortar ||
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|| `vgtEvilTrace` || Strange red cloud from hellish hand-grenade ||
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|| `vgtShell` || Bullet shell ||
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|| `vgtBulletHit` || Bullet impact animation ||
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|| `vgtLineTrail` || Straight shot line from e.g. desert eagle and the likes ||
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== HUD ==
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|| *Variable name* || *Short description* ||
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|| `vgtCircle` || Simple circle. Highly configurable! ||
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|| `vgtNoPlaceWarn` || Overlay when the placement of something failed ||
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|| `vgtAmmo` || Briefly displays an ammo icon. Appears when collecting a crate ||
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|| `vgtSmoothWindBar` || Changes the wind bar smoothly ||
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|| `vgtTeamHealthSorter` || When added, updates the sorting of the team health bars ||
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|| `vgtHealthTag` || Hedgehog health tag ||
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|| `vgtSmallDamageTag` || Small damage tag after hog damage. ||
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|| `vgtSpeechBubble` || Speech bubble with text. Does not work in Lua. ||
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== Misc. ==
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|| *Variable name* || *Short description* ||
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|| `vgtStraightShot` || Moving sprite || 
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= Detailed visual gear reference =
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Here you will find a (more or less) detailed references of the various possible values for the visual gears (for `SetVisualGearValues`). This is useful to customize your visual gears.
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This section is still under construction!
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== `vgtCircle` ==
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A simple circle which doesn't move. It is one of the few visual gears which is not removed automatically. It can be drawn in 2 different styles. With `dX`, `dY` and `FrameTicks`, you can set the circle to pulsate in opacity.
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 * `dX`: Minimum opacity (0-255)
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 * `dY`: Maximum opacity (0-255)
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 * `Angle`: Circle style. 1 = Radial gradient (`sprVampiric` sprite). Everything else = Simple line
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 * `FrameTicks`: Period length of opacity change. Set to `0` to disable.
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 * `State`: Radius
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 * `Timer`: Line thickness (only if `Angle` does not equal `1`)
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== `vgtAmmo` ==
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Displays an ammo icon.
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 * `Frame`: !AmmoType ID of ammo to display (see [AmmoTypes])
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== `vgtHealthTag` ==
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A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen.
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 * `Angle`: Scale ratio. `1` = 100%
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 * `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead
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 * `State`: Number to display
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 * `Timer`: Expiration timer
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== `vgtSmallDamageTag` ==
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Damage indicator, displays a damage value. Looks similar to `vgtHealthTag`, but is smaller.
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== `vgtSpeechBubble` ==
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Displays a speech bubble. Use `HogSay` to spawn speech bubbles.
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 * `Frame`: ID of the gear to which the speech bubble belongs
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 * `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`)
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== `vgtStraightShot` ==
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Displays an arbitrary sprite which moves. A straight shot from a firearm like the Desert Eagle. The sprite it uses can be changed, so this can be used to display nearly every sprite.
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 * `State`: ID of the custom sprite (use an ID from `Sprites`)
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 * `FrameTicks`: ???
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== `vgtLineTrail` ==
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A straight line between two points which briefly fades out. As if a bullet has been fired. A `vgtLineTrail` has a start and an end point. The default `Timer` is too low so you must set it manually
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 * `X`, `Y`: Start point of line
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 * `dX`, `dY`: End point of line
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 * `Timer`: Life time