Doh, I didn't even think about checking it myself like this:
Lua Code:
EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 1") end)
EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 2") end)
Only outputs: RegisterTest 1
So I guess you can't reregister it to update it. You have to unregister it & then reregister it.
Which also lead me to figuring out it returns true, false if it gets registered or not:
Lua Code:
local bRegistered1 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 1") end)
d(tostring(bRegistered1)) -- prints true
local bRegistered2 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000, function() d("RegisterTest 2") end)
d(tostring(bRegistered2)) -- prints false
Although other problems also can cause a return of false:
Lua Code:
-- the function is nil
local bRegistered3 = EVENT_MANAGER:RegisterForUpdate("RegisterTest", 3000)
d(tostring(bRegistered3)) -- prints false
So I guess you can't rely on a return of false to know that something is already registered.
I'm still trying to figure out a way to determine if something is already registered or not.