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hook.Call#545744

<function name="Call" parent="hook" type="libraryfunc"> <description> Calls all hooks associated with the given event until one returns something other than nil, and then returns that data. Calls all hooks associated with the given event until one returns something other than `nil`, and then returns that data. In almost all cases, you should use <page>hook.Run</page> instead - it calls hook.Call internally but supplies the gamemode table by itself, making your code neater. </description> <realm>Shared and Menu</realm> <file line="62-L125">lua/includes/modules/hook.lua</file> <args> <arg name="eventName" type="string">The event to call hooks for</arg> <arg name="gamemodeTable" type="table">If the gamemode is specified, the gamemode hook within will be called, otherwise not</arg> <arg name="args" type="vararg">The arguments to be passed to the hooks</arg> <arg name="eventName" type="string">The event to call hooks for.</arg> <arg name="gamemodeTable" type="table">If the gamemode is specified, the gamemode hook within will be called, otherwise not.</arg> <arg name="args" type="vararg">The arguments to be passed to the hooks.</arg> </args> <rets> <ret name="" type="vararg">Return data from called hooks. Limited to 6 return values</ret> <ret name="" type="vararg">Return data from called hooks. Limited to **6** return values.</ret> </rets> </function> <example> <description>Runs function DoSomething, which eventually calls the event "DoneDoingSomething", triggering the hooked function DoSomethingElse.</description> <description>Runs function `DoSomething`, which eventually calls the event `DoneDoingSomething`, triggering the hooked function `DoSomethingElse`.</description> <code> function DoSomething() --Does something hook.Call("DoneDoingSomething") local function DoSomething() -- Does something hook.Call( "DoneDoingSomething" ) end function DoSomethingElse() --Does something else, once the hook DoneDoingSomething is called. print("Done!") local function DoSomethingElse() -- Does something else, once the hook "DoneDoingSomething" is called. print( "Done!" ) end hook.Add( "DoneDoingSomething", "Does something else", DoSomethingElse ) DoSomething() </code> <output>Done!</output> </example> <example> <output> ``` Done! ``` </output> </example> <example> <description>You can also make custom functions controllable via hooks.</description> <code> function MakeCheese() local shouldMakeCheese = hook.Call("MakeCheezPleez") local function MakeCheese() local shouldMakeCheese = hook.Call( "MakeCheezPleez" ) if shouldMakeCheese then print("yay") print( "yay" ) else print("nay") print( "nay" ) end end function MakeCheeseOrNot() if #player.GetAll() >= 1 then local function MakeCheeseOrNot() return player.GetCount() >= 1 return true else return false end end hook.Add( "MakeCheezPleez", "Does something else", MakeCheeseOrNot ) MakeCheese() </code> <output>If there is players in the server, we print "yay". If there isn't, we print "nay"</output> </example> <example> <output>If there is players in the server, we print `yay`. If there isn't, we print `nay`.</output> </example> <example> <description>Calls the event `DoneDoingSomething` with some arguments.</description> <description>Calls the event "DoneDoingSomething" with args</description> <code> hook.Add("DoneDoingSomething", "Does something else", function(a, b) print(a) print(b) end) hook.Add( "DoneDoingSomething", "Does something else", function( a, b ) print( a ) print( b ) end ) hook.Call( "DoneDoingSomething", nil, "Hello", "Hey" ) hook.Call("DoneDoingSomething", nil, "Hello", "Hey") </code> <output> ``` Hello Hey ``` </output> </example> </example>