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# ApplyModOptions


function OnMsg.**ApplyModOptions**(mod_id)
: fired when loading the mod options and when the user applies changes to their mod options.


# ChangeMap


function OnMsg.**ChangeMap**()
: message fired when a new map loading begins


# ClassesBuilt


function OnMsg.**ClassesBuilt**()
: use this message to perform post-built actions on the final classes


# ClassesGenerate


function OnMsg.**ClassesGenerate**()
: use this message to mess with the classdefs (before classes are built)


# ClassesPostBuilt


function OnMsg.**ClassesPostBuilt**()
: use this message to perform actions after MapObject classes' info has been added to the C++ engine


# ClassesPostprocess


function OnMsg.**ClassesPostprocess**()
: use this message to make modifications to the built classes (before they are declared final)


# ClassesPreprocess


function OnMsg.**ClassesPreprocess**()
: use this message to do some processing to the already final classdefs (still before classes are built)


# LoadGame


function OnMsg.**LoadGame**( metadata, version )
: fired after a game has been loaded.


# ModUnloadLua


function OnMsg.**ModUnloadLua**( mod_id )
: fired just before unloading a mod with Lua code.


# ModsReloaded


function OnMsg.**ModsReloaded**()
: fired right after mods are loaded, unloaded or changed.


# NewMapLoadAdditionalObjects


function OnMsg.**NewMapLoadAdditionalObjects**()
: fired after objects.lua and GetMap()..autorun.lua 


# NewMapLoaded


function OnMsg.**NewMapLoaded**()
: fired after a new map has been loaded


# PostLoadGame


function OnMsg.**PostLoadGame**( metadata, version )
: fired after LoadGame and with fixups. The loaded game is ready to run (e.g. UI can update).


# PreLoadGame


function OnMsg.**PreLoadGame**( metadata )
: fired before a game is loaded.


# SaveGameStart


function OnMsg.**SaveGameStart**()
: fired before the game is saved.


# SelectedObjChange


function OnMsg.**SelectedObjChange**(object, previous)
: fired when the user changes the selected object.





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