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<cat>Code.Misc</cat> <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 # 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 ## 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` * `client.hotloaded` - called from `HotloadManager.DoSwap` ### client.disconnect Called when a client disconnects. ```csharp [Event( "client.disconnected" )] ``` Called from `GameLoop.ClientDisconnected` ### frame Called just before the beginning of a rendering frame. ```csharp [Event( "frame" )] ``` Called from `GameLoop.PreRender` ### tick Called every <page text="server or client tick">GameLoop#everytick</page> (60 times a second by default). ```csharp [Event( "tick" )] [Event( "server.tick" )] [Event( "client.tick" )] ``` Called from `GameLoop.ServerFrame_Think` and `GameLoop.ClientFrame_Think`. ### physics.step Called after each physics step, this is usually every tick but can be more depending on <page text="Global.PhysicsSubSteps">Sandbox.Global.PhysicsSubSteps</page>. ```csharp [Event( "physics.step" )] ``` Called from `GameLoop.PostPhysicsStep`. ### hotloaded Called each time your C# is hotloaded after successful recompile. ```csharp [Event( "hotloaded" )] ``` Called from `HotloadManager.DoSwap`. ## Custom Events You can register your own custom event callbacks and call them. ```csharp [Event( "mygame.gameover" )] public void OnGameOver() { } public void DoGameOver() { Event.Run( "mygame.gameover" ) } ``` # Custom Events You can call your own events. ``` Event.Run( "gameover" ) ```### Event arguments Events can pass any amount of arguments too. ```csharp [Event( "mygame.gameover" )] public void OnGameOver( Player winner ) { } public void DoGameOver( Player winner ) { Event.Run( "mygame.gameover", winner ) } ```