Difference between revisions of "ModdingHooks"
From wiki
Line 11: | Line 11: | ||
void GameContextReloadBefore(); | void GameContextReloadBefore(); | ||
void GameContextReloadAfter(); | void GameContextReloadAfter(); | ||
− | void UniverseUpdateBefore(Universe universe, Timestep step, StepMode mode); | + | void UniverseUpdateBefore(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.StepMode mode); |
− | void UniverseUpdateAfter(Universe universe, Timestep step, StepMode mode); | + | void UniverseUpdateAfter(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.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 18:58, 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(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.StepMode mode);
void UniverseUpdateAfter(Staxel.Logic.Universe universe, Plukit.Base.Timestep step, Staxel.Logic.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.