Revision Difference
hook.Add#563161
<function name="Add" parent="hook" type="libraryfunc">
<description>Add a hook to be called upon the given event occurring.</description>⤶
<description>⤶
Registers a function (or "callback") with the <page>Hook</page> system so that it will be called automatically whenever a specific event (or "hook") occurs.⤶
⤶
</description>⤶
<realm>Shared and Menu</realm>
<file line="23-L42">lua/includes/modules/hook.lua</file>
<args>
<arg name="eventName" type="string">The event to hook on to. This can be any <page text="GM">GM_Hooks</page> hook, gameevent after using <page>gameevent.Listen</page>, or custom hook run with <page>hook.Call</page> or <page>hook.Run</page>.</arg>⤶
<arg name="identifier" type="any">The unique identifier, usually a string. This can be used elsewhere in the code to replace or remove the hook. The identifier **should** be unique so that you do not accidentally override some other mods hook, unless that's what you are trying to do.
⤶
The identifier can be either a <page>string</page>, or a <page>table</page>/object with an IsValid function defined such as an <page>Entity</page> or <page>Panel</page>. <page>number</page>s and <page>boolean</page>s, for example, are not allowed.⤶
⤶
If the identifier is a table/object, it will be inserted in front of the other arguments in the callback and the hook will be called as long as it's valid. However, if IsValid( identifier ) returns false when **any** eventName hook is called, the hook will be removed.</arg>⤶
<arg name="func" type="function">The function to be called, arguments given to it depend on the identifier used.
<warning>Returning any value besides nil from the hook's function will stop other hooks of the same event down the loop from being executed. Only return a value when absolutely necessary and when you know what you are doing.
⤶
It WILL break other addons.</warning></arg>⤶
<arg name="eventName" type="string">⤶
The event to hook on to. This can be any <page text="GM">GM_Hooks</page> hook, gameevent after using <page>gameevent.Listen</page>, or custom hook run with <page>hook.Call</page> or <page>hook.Run</page>.
</arg>⤶
<arg name="identifier" type="any">⤶
The unique identifier, usually a string. This can be used elsewhere in the code to replace or remove the hook. The identifier **should** be unique so that you do not accidentally override some other mods hook, unless that's what you are trying to do.
⤶
The identifier can be either a <page>string</page>, or a <page>table</page>/object with an IsValid function defined such as an <page>Entity</page> or <page>Panel</page>. <page>number</page>s and <page>boolean</page>s, for example, are not allowed.
⤶
If the identifier is a table/object, it will be inserted in front of the other arguments in the callback and the hook will be called as long as it's valid. However, if IsValid( identifier ) returns false when **any** eventName hook is called, the hook will be removed.⤶
</arg>⤶
<arg name="func" type="function">⤶
The function to be called, arguments given to it depend on the identifier used. ⤶
<warning>⤶
Returning any value besides nil from the hook's function will stop other hooks of the same event down the loop from being executed. Only return a value when absolutely necessary and when you know what you are doing.⤶
⤶
It WILL break other addons.⤶
</warning>⤶
</arg>⤶
</args>
</function>
<example>
<description>This will hook onto the "Think" event with the function onThink, printing to the console whenever the event occurs.</description>⤶
<description>⤶
This will hook onto the "Think" event with the function onThink, printing to the console whenever the event occurs.⤶
</description>⤶
<code>
local function onThink()
print( "onThink has been called" )
end
⤶
hook.Add( "Think", "Some unique name", onThink )
local function onThink()
print( "onThink has been called" )
end
⤶
hook.Add( "Think", "Some unique name", onThink )
</code>
<output>"onThink has been called" repeating continuously.</output>⤶
<output>⤶
"onThink has been called" repeating continuously.⤶
</output>⤶
</example>
<example>
<description>This works the same as above, but defines the function inside hook.Add rather than above it.</description>
<code>
hook.Add( "Think", "Another unique name", function()
print( "Think has been called" )
end )
hook.Add( "Think", "Another unique name", function()
print( "Think has been called" )
end )
</code>
<output>"Think has been called" repeating continuously.</output>⤶
<output>⤶
"Think has been called" repeating continuously.⤶
</output>⤶
</example>
<example>
<description>This code demonstrates how you can add a table function with a 'self' argument, without the use of a wrapper function</description>⤶
<description>⤶
This code demonstrates how you can add a table function with a 'self' argument, without the use of a wrapper function⤶
</description>⤶
<code>
local myTable = {}
function myTable:IsValid()
return true
end
⤶
function myTable:PlayerInitialSpawn(ply)
print( "CustomHook", self, ply )
end
⤶
hook.Add( "CustomHook" , myTable , myTable.PlayerInitialSpawn )
hook.Run( "CustomHook" )
local myTable = {}
function myTable:IsValid()
return true
end
⤶
function myTable:PlayerInitialSpawn(ply)
print( "CustomHook", self, ply )
end
⤶
hook.Add( "CustomHook" , myTable , myTable.PlayerInitialSpawn )
hook.Run( "CustomHook" )
</code>
<output>"CustomHook table: 0x00000000 Player [1][PotatoMan]"</output>⤶
<output>⤶
"CustomHook table: 0x00000000 Player [1][PotatoMan]"⤶
</output>⤶
</example>