ToolClass.client_onEquippedUpdate
Called every frame for the currently equipped Tool.
Kind: Callback
Environments: Game
Game
Callback side: Client
ToolClass:client_onEquippedUpdate( primaryState, secondaryState )
Note: Swinging the sledgehammer is a typical example where you want to block other primary input. Force building is an example where the primary input action is not blocked. Not blocking secondary input allows shape removal while the tool is equipped.
Parameters:
| Name | Type | Description |
|---|---|---|
self |
table | The class instance. |
primaryState |
integer | The interact state of the primary (left) mouse button. (See sm.tool.interactState) |
secondaryState |
integer | The interact state of the secondary (right) mouse button. (See sm.tool.interactState) |
Returns:
| Type | Description |
|---|---|
| boolean boolean |
The first boolean indicates if other primary input actions should be blocked. The second if secondary input actions should be blocked. (Defaults to false, false) |