#summary List of all visual gear types
This is a list of available visual gear types, as of 0.9.23.
For a current list of the visual gear types look at `hedgewars/uTypes.pas` at
the `TVisualGearType` enumeration: https://hg.hedgewars.org/hedgewars/file/default/hedgewars/uTypes.pas#l115
= List of visual gear types =
== Environment ==
|| *Variable name* || *Short description* ||
|| `vgtFlake` || Theme flake ||
|| `vgtChunk` || Theme chunk (spawns when blowing up land) ||
|| `vgtCloud` || Cloud ||
|| `vgtDust` || Dust cloud (e.g. of mudball) ||
|| `vgtSplash` || Water splash ||
|| `vgtDroplet` || Water droplet ||
|| `vgtBubble` || Underwater bubble ||
|| `vgtSteam` || Steam cloud (when fire hits water) ||
|| `vgtFire` || Small decorative/harmless flame ||
|| `vgtSmoke` || Gray smoke cloud ||
|| `vgtSmokeWhite` || White smoke cloud ||
== Explosion ==
|| *Variable name* || *Short description* ||
|| `vgtExplosion` || Small explosion (complete animation) ||
|| `vgtBigExplosion` || Big explosion (complete animation which also makes screen shake) ||
|| `vgtExplPart` || Small explosion particle, part of explosion animation ||
|| `vgtExplPart2` || Another small explosion particle, part of explosion animation ||
|| `vgtSmokeRing` || Smoke ring, part of explosion animation ||
== Weapons and projectiles ==
|| *Variable name* || *Short description* ||
|| `vgtNote` || Piano note ||
|| `vgtBeeTrace` || Random colored flower (bee particle) ||
|| `vgtEgg` || Broken egg shell particle ||
|| `vgtFeather` || Birdy's feather ||
|| `vgtSmokeTrace` || Strange smoke-like cloud from mortar ||
|| `vgtEvilTrace` || Strange red cloud from hellish hand-grenade ||
|| `vgtShell` || Bullet shell ||
|| `vgtBulletHit` || Bullet impact animation ||
|| `vgtLineTrail` || Straight shot line from e.g. desert eagle and the likes ||
== HUD ==
|| *Variable name* || *Short description* ||
|| `vgtCircle` || Simple circle. Highly configurable! ||
|| `vgtNoPlaceWarn` || Overlay when the placement of something failed ||
|| `vgtAmmo` || Briefly displays an ammo icon. Appears when collecting a crate ||
|| `vgtSmoothWindBar` || Changes the wind bar smoothly ||
|| `vgtHealthTag` || Hedgehog health tag ||
|| `vgtSmallDamageTag` || Small damage tag after hog damage. ||
|| `vgtSpeechBubble` || Speech bubble with text. Does not work in Lua. ||
== Misc. ==
|| *Variable name* || *Short description* ||
|| `vgtStraightShot` || Moving sprite ||
|| `vgtTeamHealthSorter` || Does nothing yet ||
= Detailed visual gear reference =
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.
This section is still under construction!
== `vgtCircle` ==
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.
* `dX`: Minimum opacity (0-255)
* `dY`: Maximum opacity (0-255)
* `Angle`: Circle style. 1 = Radial gradient (`sprVampiric` sprite). Everything else = Simple line
* `FrameTicks`: Period length of opacity change. Set to `0` to disable.
* `State`: Radius
* `Timer`: Line thickness (only if `Angle` does not equal `1`)
== `vgtAmmo` ==
Displays an ammo icon.
* `Frame`: !AmmoType ID of ammo to display (see [AmmoTypes])
== `vgtHealthTag` ==
A health tag for hedgehogs. But with a few changes, this is also useful to display arbitray numbers on the screen.
* `Angle`: Scale ratio. `1` = 100%
* `Frame`: If `0`, it is part of the landscape. If non-zero, it will align to the screen instead
* `State`: Number to display
* `Timer`: Expiration timer
== `vgtSpeechBubble` ==
Displays a speech bubble. Use `HogSay` to spawn speech bubbles.
* `FrameTicks`: Speech bubble type (`SAY_SAY`, `SAY_THINK` or `SAY_SHOUT`)
== `vgtStraightShot` ==
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.
* `State`: ID of the custom sprite (use an ID from `Sprites`)
* `FrameTicks`: ???
== `vgtLineTrail` ==
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
* `X`, `Y`: Start point of line
* `dX`, `dY`: End point of line
* `Timer`: Life time