Revision Difference
EventSystem#529770
<title>Event System</title>
The event system is like the Hook system in Garry's Mod. It allows you to register functions on classes to receive a callback on certain global events.
# Registering a callback
Adding an `[Event]` attribute will add it to the list to be called.
```
[Event( "server.tick" )]
public void MyCallback()
{
// will get called every server tick
}
```
⤶
# Current Engine Events⤶
⤶
The various events called from the engine currently:⤶
⤶
* `client.disconnect` - called from `GameLoop.ClientDisconnected`⤶
* `frame` - called from `GameLoop.PreRender`⤶
* `client.tick` `server.tick` `tick` - tick is always called, client/server are appropriate to their state⤶
* `physics.step` - called from `GameLoop.PostPhysicsStep`⤶
# Custom Events
⤶
# Custom Events
You can call your own events.
```
Event.Run( "gameover" )
```