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undo.AddFunction#529507

<function name="AddFunction" parent="undo" type="libraryfunc"> <description>Adds a function to call when the current undo block is undone. Note that if an undo has a function, the player will always be notified when this undo is performed, even if the entity it is meant to undo no longer exists.</description> <realm>Server</realm> <args> <arg name="func" type="function">The function to call. First argument will be the <page text="Undo Structure">Structures/Undo</page>, all subsequent arguments will be what was passed after this function in the argument below.</arg>⤶ <arg name="func" type="function">The function to call. First argument will be the <page text="Undo Structure">Structures/Undo</page>, all subsequent arguments will be what was passed after this function in the argument below.⤶ Returning `false` will mark execution of this function as "failed", meaning that the undo might be skipped if no other entities are removed by it. This is useful when for example an entity you want to access is removed therefore there's nothing to do.⤶ </arg>⤶ <arg name="arguments" type="vararg">Arguments to pass to the function (after the undo info table)</arg> </args> </function> <example> <description>This example creates a prop_physics, and adds it to the players undo list. A message will be printed to console about it.</description> <code> prop = ents.Create("prop_physics") prop:SetModel("models/props_junk/wood_crate001a.mdl") prop:Spawn() undo.Create("prop") undo.AddEntity(prop) undo.AddFunction(function( tab, arg2 ) print( tab.Owner:GetName() .. " removed prop " .. tab.Entities[1]:GetModel() .. ", code: " .. arg2 ) end, 556 ) undo.SetPlayer(ply) undo.Finish() </code> <output>"PlayerName removed prop models/props_junk/wood_crate001a.mdl, code: 556" will be printed</output>⤶ <output>⤶ ```⤶ PlayerName removed prop models/props_junk/wood_crate001a.mdl, code: 556⤶ ```⤶ will be printed</output>⤶ </example>