Public feed #529065

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public text v1 · immutable
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·published 2007-06-01 19:40 UTC
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// File

ContraptionSaver.File.Delete(Player, Path) // Delete a file
ContraptionSaver.File.Save(Player, Table, Path) // Save table of entities and constraints to a file
ContraptionSaver.File.Load(Table, Path, Cache) // Cache is a boolean

// Spawn

ContraptionSaver.SpawnInParts(Player, Table) // Table must have Entities table and Constraints table

// Ghost entities

ContraptionSaver.CreateGhostEntities(Entities) // Returns a table of entities
ContraptionSaver.RemoveGhostEntities(Player) // Removes a players ghost entities

// Entities

ContraptionSaver.GetFirstEntity(Entities) // Get the first entity from a table of entities
ContraptionSaver.CheckEntitiesAreValid(Entities) // Check if entities are valid and delete entries that aren't
ContraptionSaver.FreezeEntity(Entity) // Freeze an entity

// Directories

ContraptionSaver.RecursiveFind(Directory, Function) // Find all files in a directory and call a function with each file
ContraptionSaver.SetDirectoryOwner(Player, Directory) // Set the owner of a directory
ContraptionSaver.IsDirectoryOwner(Player, Directory) // Check if a player owns a directory
ContraptionSaver.CreateTrailingSlash(Directory) // Remove all slashes and add a trailing one
ContraptionSaver.GetFilePath(Player) // Returns a player's current file and directory
ContraptionSaver.GenerateDirectories(Player) // Generate directories clientside for a player

// Files

ContraptionSaver.FormatFile(File) // Format a file by removing things like slashes

// Messages

ContraptionSaver.Message(Player, Message) // Send a message to a player in a hint-like box
ContraptionSaver.MessageAll(Message) // Send a message to all players in the chat area

// Other

ContraptionSaver.ConvertModel(Model) // Convert a model path to a valid one

// Timers

ContraptionSaver.Timers.Add(Time, Function, ...) // Add a timer that uses pcall

// Selection

ContraptionSaver.Clear(Player) // Clear a players selection
ContraptionSaver.Deselect(Player, Entity) // Deselect an entity
ContraptionSaver.Select(Player, Entity) // Select an entity
ContraptionSaver.SelectConnected(Player, Entity) // Select entity and all entities connected