Difference between revisions of "ModdingHooks"

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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 19:58, 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.