GE Lua Documentation

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hookNotify

Definition


-- @/lua/common/extensions.lua:878

local function hookNotify(func, ...)
  -- log("I", logTag, "hookNotify called..."..func)
  M.hook(func, ...)

  local completedList = completedCallbacks[func]
  if completedList then
    -- dump(completedList)
    for i = 1, #completedList do
      completedList[i](...)
    end
    completedCallbacks[func] = nil
  end
end

Callers

@/lua/ge/extensions/gameplay/rally.lua
-- lua/ge/main.lua|408 col 3| extensions.hook('onClientPostStartMission', levelPath)
-- lua/ge/main.lua|414 col 3| extensions.hookNotify('onClientStartMission', levelPath)
-- lua/ge/main.lua|425 col 3| extensions.hookNotify('onClientEndMission', levelPath)
-- lua/ge/main.lua|414 col 3| extensions.hookNotify('onClientStartMission', levelPath)
-- lua/ge/main.lua|425 col 3| extensions.hookNotify('onClientEndMission', levelPath)
-- lua/ge/main.lua|434 col 3| extensions.hook('onEditorEnabled', enabled)
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
        extensions.hook('onClientPostStartMission', levelPath)
        extensions.hookNotify('onClientStartMission', levelPath)
        map.assureLoad() -- ensure that map data is up to date if loading flowgraphs between different maps
@/lua/ge/main.lua
  log("D", "clientStartMission", "starting levelPath: " .. tostring(levelPath))
  extensions.hookNotify('onClientStartMission', levelPath)
  map.assureLoad() --> needs to be after extensions.hook('onClientStartMission', levelPath)
  simTimeAuthority.pause(false)
  extensions.hookNotify('onClientEndMission', levelPath)
end