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/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/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/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