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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