equal
deleted
inserted
replaced
72 This function is called when a new gear is added. Useful in combination with `GetGearType(gearUid)`. |
72 This function is called when a new gear is added. Useful in combination with `GetGearType(gearUid)`. |
73 |
73 |
74 == <tt>onGearDelete(gearUid)</tt> == |
74 == <tt>onGearDelete(gearUid)</tt> == |
75 This function is called when a new gear is deleted. Useful in combination with `GetGearType(gearUid)`. |
75 This function is called when a new gear is deleted. Useful in combination with `GetGearType(gearUid)`. |
76 |
76 |
77 == <tt>onVisualGearAdd(vgUid)</tt> (0.9.23) == |
77 == <tt>onVisualGearAdd(vgUid)</tt> == |
78 This function is called when a new visual gear is added. Useful in combination with `GetVisualGearType(vgUid)`. |
78 This function is called when a new visual gear is added. Useful in combination with `GetVisualGearType(vgUid)`. |
79 |
79 |
80 == <tt>onVisualGearDelete(vgUid)</tt> (0.9.23) == |
80 == <tt>onVisualGearDelete(vgUid)</tt> == |
81 This function is called when a new visual gear is deleted. Useful in combination with `GetVisualGearType(vgUid)`. |
81 This function is called when a new visual gear is deleted. Useful in combination with `GetVisualGearType(vgUid)`. |
82 |
82 |
83 == <tt>onGearDamage(gearUid, damage)</tt> == |
83 == <tt>onGearDamage(gearUid, damage)</tt> == |
84 This function is called when a gear is damaged. |
84 This function is called when a gear is damaged. |
85 |
85 |
191 `msgParams` tells the set timer in seconds (i.e. `3` for the 3 seconds timer key). |
191 `msgParams` tells the set timer in seconds (i.e. `3` for the 3 seconds timer key). |
192 |
192 |
193 == <tt>onUpUp()</tt> == |
193 == <tt>onUpUp()</tt> == |
194 This function is called when you release the up key. |
194 This function is called when you release the up key. |
195 |
195 |
196 == <tt>onUsedAmmo(ammoType)</tt> (0.9.23) == |
196 == <tt>onUsedAmmo(ammoType)</tt> == |
197 Called after a weapon has been used completely, with `ammoType` as the used ammo type. |
197 Called after a weapon has been used completely, with `ammoType` as the used ammo type. |
198 |
198 |
199 For example, it is called right after a bazooka is fired, when both shots of a shotgun have been fired, when extra time is used, or when all 4 shots of a portable portal device have been fired. It is also called when using a multi-shot ammo has been aborted by changing the weapon selection mid-way, because this still uses up the ammo. |
199 For example, it is called right after a bazooka is fired, when both shots of a shotgun have been fired, when extra time is used, or when all 4 shots of a portable portal device have been fired. It is also called when using a multi-shot ammo has been aborted by changing the weapon selection mid-way, because this still uses up the ammo. |
200 |
200 |
201 *Warning:* In 0.9.24 or earlier, you must not manipulate any ammo within this callback, e.g. by using `AddAmmo`. The ammo storage might become garbled otherwise. |
201 *Warning:* In 0.9.24 or earlier, you must not manipulate any ammo within this callback, e.g. by using `AddAmmo`. The ammo storage might become garbled otherwise. |
220 This function is called when a rubber has been placed. |
220 This function is called when a rubber has been placed. |
221 |
221 |
222 `frameIdx` is used for the rubber orientation. The possible values are explained in `PlaceRubber`. `centerX` and `centerY` are the coordinates of the rubber’s center. |
222 `frameIdx` is used for the rubber orientation. The possible values are explained in `PlaceRubber`. `centerX` and `centerY` are the coordinates of the rubber’s center. |
223 |
223 |
224 == <tt>onSpecialPoint(x, y, flags)</tt> == |
224 == <tt>onSpecialPoint(x, y, flags)</tt> == |
225 This is used while a special hand-drawn map is loaded. The engine is building these hand-drawn maps by reading points from the map definition. Optionally, some of these points may be “special”. These are not actually drawn on the map, but are used to store additional information for a position on the map. Special points currently need to be added manually in the map, the in-game editor is not able to add those yet (as of 0.9.23). |
225 This is used while a special hand-drawn map is loaded. The engine is building these hand-drawn maps by reading points from the map definition. Optionally, some of these points may be “special”. These are not actually drawn on the map, but are used to store additional information for a position on the map. Special points currently need to be added manually in the map, the in-game editor is not able to add those yet. |
226 Now, when such a special point at the coordinates `x` and `y` with an assigned value of `flags` is added, this function is called. `flags` is a whole number between `0` and `255` inclusive. |
226 Now, when such a special point at the coordinates `x` and `y` with an assigned value of `flags` is added, this function is called. `flags` is a whole number between `0` and `255` inclusive. |
227 |
227 |
228 This function is used in Racer and !TechRacer to define waypoints. |
228 This function is used in Racer and !TechRacer to define waypoints. |
229 |
229 |
230 == <tt>onAchievementsDeclaration()</tt> == |
230 == <tt>onAchievementsDeclaration()</tt> == |