Revision Difference
hook.Call#560567
<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.
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="74-L137">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="gamemodeTable" type="table" default="nil">If the gamemode is specified, the gamemode hook within will be called, otherwise not.</arg>
<arg name="args" type="vararg" default="nil">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>
</rets>
</function>
<example>
<description>Runs function `DoSomething`, which eventually calls the event `DoneDoingSomething`, triggering the hooked function `DoSomethingElse`.</description>
<code>
local function DoSomething()
-- Does something
hook.Call( "DoneDoingSomething" )
end
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>
<description>You can also make custom functions controllable via hooks.</description>
<code>
local function MakeCheese()
local shouldMakeCheese = hook.Call( "MakeCheezPleez" )
if shouldMakeCheese then
print( "yay" )
else
print( "nay" )
end
end
local function MakeCheeseOrNot()
return player.GetCount() >= 1
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>
<description>Calls the event `DoneDoingSomething` with some arguments.</description>
<code>
hook.Add( "DoneDoingSomething", "Does something else", function( a, b )
print( a )
print( b )
end )
hook.Call( "DoneDoingSomething", nil, "Hello", "Hey" )
</code>
<output>
```
Hello
Hey
```
</output>
</example>