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302 |
302 |
303 === <tt>!SetNextWeapon()</tt> === |
303 === <tt>!SetNextWeapon()</tt> === |
304 This function makes the current hedgehog switch to the next weapon in list of available weapons. It can be used for example in trainings to pre-select a weapon. |
304 This function makes the current hedgehog switch to the next weapon in list of available weapons. It can be used for example in trainings to pre-select a weapon. |
305 |
305 |
306 === <tt>!SetInputMask(mask)</tt> === |
306 === <tt>!SetInputMask(mask)</tt> === |
307 Masks specified player input. This means that Hedgewars ignores certain player inputs, such as walking or jumping. |
307 Masks specified player input. `mask` is a gear message bitmask (see [GearMessages]). This means that Hedgewars ignores certain player inputs, such as walking or jumping. However, the controls [LuaEvents event functions] such as `onAttack` or `onLeft` will still be called, even when masked. |
308 |
308 |
309 Example: |
309 Example: |
310 <code language="lua"> -- masks the long and high jump commands |
310 <code language="lua"> -- masks the long and high jump commands, making it impossible to jump |
311 SetInputMask(band(0xFFFFFFFF, bnot(gmLJump + gmHJump))) |
311 SetInputMask(band(0xFFFFFFFF, bnot(gmLJump + gmHJump))) |
312 -- clears input mask, allowing player to take actions |
312 -- clears input mask, allowing player to take actions |
313 SetInputMask(0xFFFFFFFF) |
313 SetInputMask(0xFFFFFFFF) |
314 </code> |
314 </code> |
315 *Note*: Using the input mask is an effective way to script uninterrupted cinematics, or create modes such as No Jumping. |
315 *Note*: Using the input mask is an effective way to script uninterrupted cinematics, or create modes such as No Jumping. |