| | # ApplyModOptions |
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| | function OnMsg.**ApplyModOptions**(mod_id) |
| | : fired when loading the mod options and when the user applies changes to their mod options. |
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| | # ChangeMap |
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| | function OnMsg.**ChangeMap**() |
| | : message fired when a new map loading begins |
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| | # ClassesBuilt |
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| | function OnMsg.**ClassesBuilt**() |
| | : use this message to perform post-built actions on the final classes |
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| | # ClassesGenerate |
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| | function OnMsg.**ClassesGenerate**() |
| | : use this message to mess with the classdefs (before classes are built) |
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| | # ClassesPostBuilt |
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| | function OnMsg.**ClassesPostBuilt**() |
| | : use this message to perform actions after MapObject classes' info has been added to the C++ engine |
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| | # ClassesPostprocess |
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| | function OnMsg.**ClassesPostprocess**() |
| | : use this message to make modifications to the built classes (before they are declared final) |
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| | # ClassesPreprocess |
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| | function OnMsg.**ClassesPreprocess**() |
| | : use this message to do some processing to the already final classdefs (still before classes are built) |
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| | # LoadGame |
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| | function OnMsg.**LoadGame**( metadata, version ) |
| | : fired after a game has been loaded. |
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| | # ModUnloadLua |
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| | function OnMsg.**ModUnloadLua**( mod_id ) |
| | : fired just before unloading a mod with Lua code. |
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| | # ModsReloaded |
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| | function OnMsg.**ModsReloaded**() |
| | : fired right after mods are loaded, unloaded or changed. |
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| | # NewMapLoadAdditionalObjects |
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| | function OnMsg.**NewMapLoadAdditionalObjects**() |
| | : fired after objects.lua and GetMap()..autorun.lua |
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| | # NewMapLoaded |
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| | function OnMsg.**NewMapLoaded**() |
| | : fired after a new map has been loaded |
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| | # PostLoadGame |
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| | function OnMsg.**PostLoadGame**( metadata, version ) |
| | : fired after LoadGame and with fixups. The loaded game is ready to run (e.g. UI can update). |
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| | # PreLoadGame |
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| | function OnMsg.**PreLoadGame**( metadata ) |
| | : fired before a game is loaded. |
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| | # SaveGameStart |
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| | function OnMsg.**SaveGameStart**() |
| | : fired before the game is saved. |
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| | # SelectedObjChange |
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| | function OnMsg.**SelectedObjChange**(object, previous) |
| | : fired when the user changes the selected object. |
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