Difference between revisions of "ModdingHooks"
From wiki
| Line 1: | Line 1: | ||
| − | |||
In the Staxel.dll | In the Staxel.dll | ||
there is defined | there is defined | ||
| − | namespace Staxel.Modding { | + | |
| + | <code> | ||
| + | namespace Staxel.Modding { | ||
public interface IModHook : IDisposable { | public interface IModHook : IDisposable { | ||
void GameContextInitializeInit(); | void GameContextInitializeInit(); | ||
| Line 14: | Line 15: | ||
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.