Events the game can fire. Only used for documentation purposes.
Collapse (in Collapse.exe) Version: 0.4.6.1290 (0.4.6.1290)
Fires for every game tick.
Fired when the game's status changes.
Fired when the game reaches the menu. Equivalent to GameStatus([!:GameStatus.Menu]).
Fired when the game starts. Equivalent to GameStatus(Game).
AgentDamage(Agent attacker, Agent victim, int damage, WeaponDamageType dmgType)
Fired when an Agent is damaged. Return false to cancel (cause 0 damage).
LivingAttacked(Agent attacker, Living victim, int damage, WeaponDamageType dmgType)
Fired when a Living is attacked.
Return false to cancel (cancel the attack's effect and cause zero damage).
This is different than AgentDamage; Livings have extra effects added when they are attacked.
Fired when an Agent dies.
If you need to keep this information for some reason, save it immediately. There's a chance it may get garbage-collected when both Agents die. It is not carried across saves.
Fired when the game ends. Return false to cancel (cancel the game over sequence).
Fired it is OK to start loading content using the Content methods.
Fired when the sound manager is ready. Sounds loaded using the Content methods before this event is fired are loaded now.