Hooks: Difference between revisions

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(Created page with "Code hooks, for example: <nowiki> namespace fasttraveltab { [Hook] void PlayerMenuConstructor(PlayerMenu@ menu) { menu.m_tabSystem.AddTab(PlayerMenuFasttravelTab()); } } </nowiki> Current hooks are: PlayerRefreshScene PlayerRecordConstructor PlayerRecordSave PlayerRecordRefreshModifiers CreateCharacter BaseGameModeConstructor HUDConstructor LoadWidgetProducers")
 
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Code hooks, for example:
Hooks are script functions that are called at specific moments. This way, you can insert code into the game.


<nowiki>
They are specified in script files and tagged with the <code>Hook</code> specifier. They also must be placed within a namespace to avoid ambiguity between multiple mods.
namespace fasttraveltab
 
{
The following is an example of such a file:
 
namespace MyTestMod
{
     [Hook]
     [Hook]
     void PlayerMenuConstructor(PlayerMenu@ menu) {
     void BaseGameModeConstructor(BaseGameMode@ baseGameMode){
         menu.m_tabSystem.AddTab(PlayerMenuFasttravelTab());
         print("Hello World");
     }
     }
}
</nowiki>


}
== BaseGameModeConstructor ==
void BaseGameModeConstructor(BaseGameMode@ basegamemode)
Called when the gamemode is being constructed. Useful for initial setting up, for example to add new definitions for items, cvars etc.


Current hooks are:
== PlayerRecordSave ==
void PlayerRecordSave(PlayerRecord@ record, SValueBuilder &builder)
Called when a player record is being saved. Use <code>builder</code> to serialize data.


PlayerRefreshScene
== PlayerRecordLoad ==
void PlayerRecordLoad(PlayerRecord@ record, SValue@ sval)
Called when a player record is being loaded. Use <code>sval</code> to deserialize data.


PlayerRecordConstructor
== PlayerRecordRefreshModifiers ==
void PlayerRecordRefreshModifiers(PlayerRecord@ record)
Called when modifiers are refreshed in a player record.


PlayerRecordSave
== CreateCharacter ==
void CreateCharacter(PlayerRecord@ record)
Called when Character Creation is initialized.


PlayerRecordRefreshModifiers
== LoadWidgetProducers ==
void LoadWidgetProducers(GUIBuilder@ builder)
Called when widget producers should be loaded. This allows you to initialize custom widget producers that can produce custom widgets. <code>builder</code> is where you would call <code>AddWidgetProducer</code> on to initialize the widget producer.


CreateCharacter
== HUDConstructor ==
void HUDConstructor(HUD@ hud, GUIBuilder@ b)


BaseGameModeConstructor
== PlayerRefreshScene ==
void PlayerRefreshScene(PlayerBase@ player)


HUDConstructor
== LevelupCharacter ==
void LevelupCharacter(PlayerRecord@ record)


LoadWidgetProducers
== "PlayerMenuConstructor ==
void PlayerMenuConstructor(PlayerMenu@ menu)

Revision as of 15:14, 16 July 2023

Hooks are script functions that are called at specific moments. This way, you can insert code into the game.

They are specified in script files and tagged with the Hook specifier. They also must be placed within a namespace to avoid ambiguity between multiple mods.

The following is an example of such a file:

namespace MyTestMod
{
   [Hook]
   void BaseGameModeConstructor(BaseGameMode@ baseGameMode){
       print("Hello World");
   }
}

BaseGameModeConstructor

void BaseGameModeConstructor(BaseGameMode@ basegamemode)

Called when the gamemode is being constructed. Useful for initial setting up, for example to add new definitions for items, cvars etc.

PlayerRecordSave

void PlayerRecordSave(PlayerRecord@ record, SValueBuilder &builder)

Called when a player record is being saved. Use builder to serialize data.

PlayerRecordLoad

void PlayerRecordLoad(PlayerRecord@ record, SValue@ sval)

Called when a player record is being loaded. Use sval to deserialize data.

PlayerRecordRefreshModifiers

void PlayerRecordRefreshModifiers(PlayerRecord@ record)

Called when modifiers are refreshed in a player record.

CreateCharacter

void CreateCharacter(PlayerRecord@ record)

Called when Character Creation is initialized.

LoadWidgetProducers

void LoadWidgetProducers(GUIBuilder@ builder)

Called when widget producers should be loaded. This allows you to initialize custom widget producers that can produce custom widgets. builder is where you would call AddWidgetProducer on to initialize the widget producer.

HUDConstructor

void HUDConstructor(HUD@ hud, GUIBuilder@ b)

PlayerRefreshScene

void PlayerRefreshScene(PlayerBase@ player)

LevelupCharacter

void LevelupCharacter(PlayerRecord@ record)

"PlayerMenuConstructor

void PlayerMenuConstructor(PlayerMenu@ menu)