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Gadgets are essentially scripts wrapped as modcache entries. The name "gadgets" is inspired by Beyond All Reason RTS (running open source Recoil engine). Usual modcache treatment applies: * can be zipped or unzipped in directory * can have preview (aka 'mini') image * selectable via MainSelectorUI (open from TopMenubarUI, menu Tools, button BrowseGadgets All methods of loading a script were extended to recognize the .gadget suffix and load the gadget appropriately: * the 'loadscript' console command * the cvars 'app_custom_scripts' and 'app_recent_scripts' * the -runscript command line argument NOTE that although `ScriptCategory::GADGET` was added, all the above methods still load everything as `ScriptCategory::CUSTOM` and the game adjusts it based on extension. The ScriptMonitorUI was extended to display .gadget file name for `ScriptCategory::GADGET` script units. Example .gadget file: ``` ; This is a .gadget mod - basically a script wrapped as a modcache entry. ; The .gadget file must be present (even if empty) to get recognized. ; The script must have same base filename, i.e. 'foo.gadget' -> 'foo.as' ; Any extra include scripts or other resources can be bundled. ; ----------------------------------------------------------------------- ; Name to display in Selector UI. gadget_name "Engine Tool" ; Authors (Syntax: <credit>, <forumID>, <name>, [<email>]) - multiple authors can be given. gadget_author "base script" 351 ohlidalp ; Description to display in Selector UI. gadget_description "In-game engine diag and adjustment." ; Category for Selector UI (300 = Generic gadgets, 301 = Actor gadgets, 302 = Terrain gadgets). gadget_category 301 ```
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