ToolClass.client_onEquippedUpdate

Called every frame for the currently equipped Tool.

Kind: Callback

Environments: Game

Game

Callback side: Client

ToolClass:client_onEquippedUpdate( primaryState, secondaryState )

Open the full Game reference

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)