Difference between revisions of "ModdingHooks"
From wiki
Line 3: | Line 3: | ||
there is defined | there is defined | ||
− | <code> namespace Staxel.Modding { | + | <code>namespace Staxel.Modding { |
public interface IModHook : IDisposable { | public interface IModHook : IDisposable { | ||
void GameContextInitializeInit(); | void GameContextInitializeInit(); | ||
Line 14: | Line 14: | ||
void UniverseUpdateAfter(Universe universe, Timestep step, StepMode mode); | void UniverseUpdateAfter(Universe universe, Timestep step, StepMode mode); | ||
} | } | ||
− | } | + | }</code> |
− | </code> | + | |
To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded. | To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded. |
Revision as of 18:55, 6 January 2016
In the Staxel.dll
there is defined
namespace Staxel.Modding {
public interface IModHook : IDisposable { void GameContextInitializeInit(); void GameContextInitializeBefore(); void GameContextInitializeAfter(); void GameContextDeinitialize(); void GameContextReloadBefore(); void GameContextReloadAfter(); void UniverseUpdateBefore(Universe universe, Timestep step, StepMode mode); void UniverseUpdateAfter(Universe universe, Timestep step, StepMode mode); } }
To make a hooking make an assembly with a class that implements this interface publicly, and place this assembly next to the game .exe and it'll get loaded.