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undo.Create#546241

<function name="Create" parent="undo" type="libraryfunc"> <description>Begins a new undo entry</description> <realm>Server</realm> <args> <arg name="name" type="string">Name of the undo message to show to players</arg> </args> </function> <example> <description>This example creates a prop_physics, and adds it to Player's undo list.</description> <code> prop = ents.Create("prop_physics") prop:SetModel("models/props_junk/wood_crate001a.mdl") prop:Spawn() undo.Create("prop") undo.AddEntity(prop) undo.SetPlayer(Player) undo.Finish() </code> </example> <example> <description>When you need to override the undo messages for a spawnable entity inside [`ENT:SpawnFunction(user, trace)`](https://wiki.facepunch.com/gmod/ENTITY:SpawnFunction) and apply a custom text, calling `undo.Create()` will not work and will in fact double the undo entries in the list pointing to the same entity created. Otherwise you will see `Scripted Entity (entity_class)` when you create it. This is defined in [commands.lua](https://github.com/Facepunch/garrysmod/blob/master/garrysmod/gamemodes/sandbox/gamemode/commands.lua) and you must return `nil`, then add the remaining hooks and function calls to account for the missing stuff. This is from the `LaserStool`:</description>⤶ <description>When you need to override the undo messages for a spawnable entity inside [`ENT:SpawnFunction(user, trace)`](https://wiki.facepunch.com/gmod/ENTITY:SpawnFunction) and apply a custom text, calling `undo.Create()` will not work and will in fact double the undo entries in the list pointing to the same entity created. Otherwise you will see `Scripted Entity (entity_class)` when you create it. This is defined in [commands.lua](https://github.com/Facepunch/garrysmod/blob/master/garrysmod/gamemodes/sandbox/gamemode/commands.lua) and you must return `nil`, then add the remaining hooks and function calls to account for the missing stuff:⤶ ⤶ </description>⤶ <code> local laser = ents.Create("gmod_laser") if(laser and laser:IsValid()) then -- Validates laser entity ( class : gmod_laser ) -- This part contains custom library calls and it is not importnat⤶ -- This will update your custom undo message by returning `nil`⤶ -- Otherwise the undo message will be `Scripted Entity (gmod_laser)`⤶ undo.Create("Laser emitter ["..laser:EntIndex().."]")⤶ undo.AddEntity(laser) -- Add out custom laser⤶ if(weld) then undo.AddEntity(weld) end -- Add the constraint ⤶ local prop = ents.Create("prop_physics") if(prop and prop:IsValid()) then -- Validates prop entity ( class : prop_physics ) -- This will update your custom undo message by returning `nil`⤶ -- Otherwise the undo message will be `Scripted Entity (prop_physics)`⤶ undo.Create("Test ["..prop:EntIndex().."]") undo.AddEntity(prop) -- Add out custom prop⤶ undo.SetPlayer(user) -- Apply undo for the player undo.Finish() -- Make your custom undo gamemode.Call("PlayerSpawnedSENT", user, laser) -- Account for missing hook user:AddCount("sents", laser) -- Add to the SENTs count⤶ user:AddCount("laseremitters", laser) -- Add count ( ownership )⤶ user:AddCleanup("sents", laser) -- Add item to the sents cleanup user:AddCleanup("laseremitters", laser) -- Add item to the cleanup gamemode.Call("PlayerSpawnedSENT", user, prop) -- Account for missing hook user:AddCount("sents", prop) -- Add to the SENTs count ( ownership )⤶ user:AddCount("my_props", prop) -- Add count to our personal count⤶ user:AddCleanup("sents", prop) -- Add item to the sents cleanup user:AddCleanup("my_props", prop) -- Add item to the cleanup end -- Return nil, so the game will not create undo entry </code> </example>