setGravity
Definition
-- @/lua/ge/extensions/core/environment.lua:513
local function setGravity(grav)
if not grav then return end
if not updatingWholeState then extensions.hook('onEnvironmentChanged', {gravity = grav}) end
if not environmentChangesEnabled then return end
-- important: let the level known about the change
-- otherwise the spawning of objects will have the wrong gravity
if scenetree.theLevelInfo then
scenetree.theLevelInfo.gravity = grav
end
be:queueAllObjectLua("obj:setGravity("..grav..")")
end
Callers
@/lua/ge/extensions/tech/techCore.lua
local gravity = request['gravity']
core_environment.setGravity(gravity)
request:sendACK('GravitySet')
@/lua/ge/extensions/core/environment.lua
end
be:queueAllObjectLua("obj:setGravity("..grav..")")
end
setPrecipitation(state.numOfDrops)
setGravity(state.gravity)
updatingWholeState = false
@/lua/ge/extensions/flowgraph/nodes/environment/setGravity.lua
if self.data.restoreGravity and self.storedGravity then
core_environment.setGravity(self.storedGravity)
self.storedGravity = nil
function C:workOnce()
core_environment.setGravity(self.pinIn.value.value)
end
if self.pinInLocal.value:isUsed() then
core_environment.setGravity(self.pinIn.value.value)
end
@/lua/ge/main.lua
if core_environment then
v:queueLuaCommand("obj:setGravity("..core_environment.getGravity()..")")
end