Cavestory Mod API
|
Function Hooking. More...
Typedefs | |
typedef void(* | CSM_HOOK_OnPostDrawFunc) () |
Called after the game is finished drawing gameplay elements to the screen, but before it draws GUI elements (excluding HUD). | |
typedef void(* | CSM_HOOK_OnDrawHUDFunc) (BOOL bFlash) |
Called after the game is finished drawing everything. More... | |
typedef void(* | CSM_HOOK_OnDrawMapBackFunc) () |
Called before the map's background tiles are rendered. | |
typedef void(* | CSM_HOOK_OnDrawMapFrontFunc) () |
Called before the map's foreground tiles are rendered. | |
typedef void(* | CSM_HOOK_OnPreDrawHUDFunc) () |
Called after all gameplay elements are drawn, but before the HUD is drawn. | |
typedef BOOL(* | CSM_HOOK_OnDrawItemFunc) (GUI_RECT pDrawRect, MYCHAR *pMC, ITEM *pItem, int iItemIndex) |
Called when an item is drawn in the inventory menu. More... | |
typedef void(* | CSM_HOOK_OnClientDisconnectedFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called before a client is deleted after leaving. More... | |
typedef void(* | CSM_HOOK_OnClientConnectedFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called when a client has connected to the server. More... | |
typedef void(* | CSM_HOOK_OnClientSpawnFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called every time a client spawns. More... | |
typedef BOOL(* | CSM_HOOK_OnGetTeamSpawnPointFunc) (CaveNet::DataStructures::NetTeam *pTeam, int *pSpawnX, int *pSpawnY) |
Called every time a team tries to find a valid player spawn point. More... | |
typedef void(* | CSM_HOOK_OnClientDieFunc) (CaveNet::DataStructures::NetClient *pClient, PlayerDeathType iDeathType, NPCHAR *pKillerNpc, CaveNet::DataStructures::NetClient *pKillerClient) |
Called every time a client dies. More... | |
typedef void(* | CSM_HOOK_OnClientReviveFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pSavior) |
Called every time a client is revived. More... | |
typedef void(* | CSM_HOOK_OnStageChangeFunc) (const char *pStageName, int iAreaIndex) |
Called every time the stage changes. More... | |
typedef BOOL(* | CSM_HOOK_OnPlayerPickupHeartFunc) (NPCHAR *pHeart, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iHealth) |
Called every time a player picks up a heart. More... | |
typedef BOOL(* | CSM_HOOK_OnPlayerPickupMissileFunc) (NPCHAR *pMissile, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iAmmo) |
Called every time a player picks up a missile. More... | |
typedef BOOL(* | CSM_HOOK_OnPlayerPickupExperienceFunc) (NPCHAR *pExp, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iExp) |
Called every time a player picks up experience. More... | |
typedef void(* | CSM_HOOK_OnServerTickFunc) () |
Called every time the server ticks. | |
typedef void(* | CSM_HOOK_OnClientTickFunc) () |
Called every time the client ticks. | |
typedef void(* | CSM_HOOK_OnTeamAddMemberFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pServerClient, CaveNet::DataStructures::NetTeam *pTeam) |
Called when a client is added to a team. More... | |
typedef void(* | CSM_HOOK_OnTeamRemoveMemberFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pServerClient, CaveNet::DataStructures::NetTeam *pTeam) |
Called when a client is removed from a team. More... | |
typedef void(* | CSM_HOOK_OnPlayerPickupNpcFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetPlayer *pPlayer, MYCHAR *pMC, NPCHAR *pNpc) |
Called when an NPCHAR with a whitelisted code_char can be picked up by the player. More... | |
typedef BOOL(* | CSM_HOOK_OnHitBulletMapFunc) (BULLET *pBullet) |
Called when a bullet is tested for collision against the map. More... | |
typedef BOOL(* | CSM_HOOK_OnHitMyCharNpCharFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, bool bNoclip) |
Called when a player is being checked for collision with NPCs. More... | |
typedef BOOL(* | CSM_HOOK_OnMyCharCollisionTest_NpChar) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, NPCHAR *pNpc, BOOL bNoclip, BOOL &bCallAgain) |
Called when a player needs to test collision against a whitelisted NPC. More... | |
typedef BOOL(* | CSM_HOOK_OnHitMyCharMapTileFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iTileX, int iTileY, int iTileAttrib, bool bNoclip) |
Called when a player is being checked for map collision against a specific map tile. More... | |
typedef BOOL(* | CSM_HOOK_OnHitMyCharMapFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, bool bNoclip) |
Called when a player is being checked for map collision. More... | |
typedef void(* | CSM_HOOK_OnProcessAIFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetPlayer *pPlayer, CaveNet::DataStructures::NetTeam *pTeam) |
Called when an AI-controlled player is thinking. More... | |
typedef BOOL(* | CSM_HOOK_OnMessageSentFunc) (CaveNet::DataStructures::NetClient *pClient, const char *pMessage) |
Called when a client says something. More... | |
typedef void(* | CSM_HOOK_OnReceiveUserCmdFromClientFunc) (CaveNet::DataStructures::NetClient *pClient, int iArg1, int iArg2, int iArg3, int iArg4, int iArg5, int iArg6, const char *pString1) |
Called when a mod user command is received from a client. More... | |
typedef void(* | CSM_HOOK_OnReceiveUserCmdFromServerFunc) (int iArg1, int iArg2, int iArg3, int iArg4, int iArg5, int iArg6, const char *pString1) |
Called when a mod user command is received from the server we're connected to. More... | |
Functions | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPostDraw (CSM_HOOK_OnPostDrawFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnDrawHUD (CSM_HOOK_OnDrawHUDFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnDrawMapBack (CSM_HOOK_OnDrawMapBackFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnDrawMapFront (CSM_HOOK_OnDrawMapFrontFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPreDrawHUD (CSM_HOOK_OnPreDrawHUDFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnDrawItem (CSM_HOOK_OnDrawItemFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientDisconnected (CSM_HOOK_OnClientDisconnectedFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientConnected (CSM_HOOK_OnClientConnectedFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientSpawn (CSM_HOOK_OnClientSpawnFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnGetTeamSpawnPoint (CSM_HOOK_OnGetTeamSpawnPointFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientDie (CSM_HOOK_OnClientDieFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientRevive (CSM_HOOK_OnClientReviveFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnStageChange (CSM_HOOK_OnStageChangeFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPlayerPickupHeart (CSM_HOOK_OnPlayerPickupHeartFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPlayerPickupMissile (CSM_HOOK_OnPlayerPickupMissileFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPlayerPickupExperience (CSM_HOOK_OnPlayerPickupExperienceFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnServerTick (CSM_HOOK_OnServerTickFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnClientTick (CSM_HOOK_OnClientTickFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnTeamAddMember (CSM_HOOK_OnTeamAddMemberFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnTeamRemoveMember (CSM_HOOK_OnTeamRemoveMemberFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnPlayerPickupNpc (CSM_HOOK_OnPlayerPickupNpcFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetNpcCodeCharWhitelisted (int iCodeChar, bool bWhitelisted) |
Set whether a specific code_char is whitelisted or not. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnHitBulletMap (CSM_HOOK_OnHitBulletMapFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnHitMyCharNpChar (CSM_HOOK_OnHitMyCharNpCharFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnMyCharCollisionTest_NpChar (int iNpcId, CSM_HOOK_OnMyCharCollisionTest_NpChar pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnHitMyCharMapTile (CSM_HOOK_OnHitMyCharMapTileFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnHitMyCharMap (CSM_HOOK_OnHitMyCharMapFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnProcessAI (CSM_HOOK_OnProcessAIFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnMessageSent (CSM_HOOK_OnMessageSentFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnReceiveUserCmdFromClient (CSM_HOOK_OnReceiveUserCmdFromClientFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
CAVESTORY_MOD_API void | CSM_SetHook_OnReceiveUserCmdFromServer (CSM_HOOK_OnReceiveUserCmdFromServerFunc pFuncPtr) |
Hook up a function to make custom code run during a game event. More... | |
Function Hooking.
Helps modders execute their code in-line with the game's normal executing code.
typedef void(* CSM_HOOK_OnClientConnectedFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called when a client has connected to the server.
pClient | The client that has connected. |
typedef void(* CSM_HOOK_OnClientDieFunc) (CaveNet::DataStructures::NetClient *pClient, PlayerDeathType iDeathType, NPCHAR *pKillerNpc, CaveNet::DataStructures::NetClient *pKillerClient) |
Called every time a client dies.
pClient | The client that has connected. This is always NULL in singleplayer. |
iDeathType | Specifies how the client died. |
pKillerNpc | If iDeathType == PlayerDeathTypes::DEATHTYPE_KILLED_BY_NPC, then this will be equal to the NPC that killed us. Otherwise will be NULL. |
pKillerClient | If iDeathType == PlayerDeathTypes::DEATHTYPE_KILLED_BY_PLAYER, then this will be equal to the client that killed us. Otherwise will be NULL. |
typedef void(* CSM_HOOK_OnClientDisconnectedFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called before a client is deleted after leaving.
pClient | The client that is disconnecting. |
typedef void(* CSM_HOOK_OnClientReviveFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pSavior) |
Called every time a client is revived.
pClient | The client that was revived. |
pSavior | The client that saved pClient. Can be NULL for instances like reviving them through the player list. |
typedef void(* CSM_HOOK_OnClientSpawnFunc) (CaveNet::DataStructures::NetClient *pClient) |
Called every time a client spawns.
pClient | The client that has connected. |
typedef void(* CSM_HOOK_OnDrawHUDFunc) (BOOL bFlash) |
Called after the game is finished drawing everything.
bFlash | Whether the HUD should flash or not. |
typedef BOOL(* CSM_HOOK_OnDrawItemFunc) (GUI_RECT pDrawRect, MYCHAR *pMC, ITEM *pItem, int iItemIndex) |
Called when an item is drawn in the inventory menu.
pDrawRect | The draw rect. |
pMC | The actual player character who owns this. |
pItem | The item's slot info. |
iItemIndex | The item's index number. |
typedef BOOL(* CSM_HOOK_OnGetTeamSpawnPointFunc) (CaveNet::DataStructures::NetTeam *pTeam, int *pSpawnX, int *pSpawnY) |
Called every time a team tries to find a valid player spawn point.
pTeam | The team requesting the spawn point. |
pSpawnX | The X spawn position (subpixel). |
pSpawnY | The Y spawn position (subpixel). |
typedef BOOL(* CSM_HOOK_OnHitBulletMapFunc) (BULLET *pBullet) |
Called when a bullet is tested for collision against the map.
pBullet | The bullet object being tested. |
typedef BOOL(* CSM_HOOK_OnHitMyCharMapFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, bool bNoclip) |
Called when a player is being checked for map collision.
pClient | The client being tested. If this is 'NULL', then we are testing the singleplayer character. |
pMC | The player object being tested. This will never be NULL. |
bNoclip | Whether the player is using noclip or not. |
typedef BOOL(* CSM_HOOK_OnHitMyCharMapTileFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iTileX, int iTileY, int iTileAttrib, bool bNoclip) |
Called when a player is being checked for map collision against a specific map tile.
pClient | The client being tested. If this is 'NULL', then we are testing the singleplayer character. |
pMC | The player object being tested. This will never be NULL. |
iTileX | The tile's X position. |
iTileY | The tile's Y position. |
iTileAttrib | The attribute of the tile. |
bNoclip | Whether the player is using noclip or not. |
typedef BOOL(* CSM_HOOK_OnHitMyCharNpCharFunc) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, bool bNoclip) |
Called when a player is being checked for collision with NPCs.
pClient | The client being tested. If this is 'NULL', then we are testing the singleplayer character. |
pPlayer | The player object being tested. This will never be NULL. |
bNoclip | Whether the player is using noclip or not. |
typedef BOOL(* CSM_HOOK_OnMessageSentFunc) (CaveNet::DataStructures::NetClient *pClient, const char *pMessage) |
Called when a client says something.
pClient | The client. |
pMessage | The message sent. |
typedef BOOL(* CSM_HOOK_OnMyCharCollisionTest_NpChar) (CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, NPCHAR *pNpc, BOOL bNoclip, BOOL &bCallAgain) |
Called when a player needs to test collision against a whitelisted NPC.
pClient | The client being tested. If this is 'NULL', then we are testing the singleplayer character. |
pPlayer | The player object being tested. This will never be NULL. |
pNpc | The NPC being tested against. This will never be NULL. |
bNoclip | Whether the player is using noclip or not. |
bCallAgain | If this is set to TRUE in the function, then this will be called AFTER main collision is calculated. This is only possible once every frame. |
typedef BOOL(* CSM_HOOK_OnPlayerPickupExperienceFunc) (NPCHAR *pExp, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iExp) |
Called every time a player picks up experience.
pExp | A pointer to the experience NPC. |
pClient | The owner of the character. NULL signifies a singleplayer client. |
pMC | A pointer to the player object that should get the ammo. |
iExp | The amount of ammo to add. |
typedef BOOL(* CSM_HOOK_OnPlayerPickupHeartFunc) (NPCHAR *pHeart, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iHealth) |
Called every time a player picks up a heart.
pHeart | A pointer to the heart NPC. |
pClient | The owner of the character. NULL signifies a singleplayer client. |
pMC | A pointer to the player object that should get the health. |
iHealth | The amount of health to give. |
typedef BOOL(* CSM_HOOK_OnPlayerPickupMissileFunc) (NPCHAR *pMissile, CaveNet::DataStructures::NetClient *pClient, MYCHAR *pMC, int iAmmo) |
Called every time a player picks up a missile.
pMissile | A pointer to the ammo NPC. |
pClient | The owner of the character. NULL signifies a singleplayer client. |
pMC | A pointer to the player object that should get the ammo. |
iAmmo | The amount of ammo to add. |
typedef void(* CSM_HOOK_OnPlayerPickupNpcFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetPlayer *pPlayer, MYCHAR *pMC, NPCHAR *pNpc) |
Called when an NPCHAR with a whitelisted code_char can be picked up by the player.
pClient | The client being tested. If this is 'NULL', then we are testing the singleplayer character. |
pPlayer | The player being tested. If this is 'NULL', then we are testing the singleplayer character. |
pMC | The MYCHAR* object being tested. |
pNpc | The NPCHAR* object being tested for. |
typedef void(* CSM_HOOK_OnProcessAIFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetPlayer *pPlayer, CaveNet::DataStructures::NetTeam *pTeam) |
Called when an AI-controlled player is thinking.
pClient | The AI's client. |
pPlayer | The AI's player. |
pTeam | The AI's team. |
typedef void(* CSM_HOOK_OnReceiveUserCmdFromClientFunc) (CaveNet::DataStructures::NetClient *pClient, int iArg1, int iArg2, int iArg3, int iArg4, int iArg5, int iArg6, const char *pString1) |
Called when a mod user command is received from a client.
pClient | The client we received this command from. |
iArg1 | An optional parameter. |
iArg2 | An optional parameter. |
iArg3 | An optional parameter. |
iArg4 | An optional parameter. |
iArg5 | An optional parameter. |
iArg6 | An optional parameter. |
pString1 | An optional parameter. |
typedef void(* CSM_HOOK_OnReceiveUserCmdFromServerFunc) (int iArg1, int iArg2, int iArg3, int iArg4, int iArg5, int iArg6, const char *pString1) |
Called when a mod user command is received from the server we're connected to.
iArg1 | An optional parameter. |
iArg2 | An optional parameter. |
iArg3 | An optional parameter. |
iArg4 | An optional parameter. |
iArg5 | An optional parameter. |
iArg6 | An optional parameter. |
pString1 | An optional parameter. |
typedef void(* CSM_HOOK_OnStageChangeFunc) (const char *pStageName, int iAreaIndex) |
Called every time the stage changes.
pStageName | The stage's mapname. |
iAreaIndex | The index of the area that the stage is assigned to. |
typedef void(* CSM_HOOK_OnTeamAddMemberFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pServerClient, CaveNet::DataStructures::NetTeam *pTeam) |
Called when a client is added to a team.
pClient | The client-side client. |
pServerClient | The server-side client. This is 'NULL' if we're not the server host. |
pTeam | The team accepting the client. |
typedef void(* CSM_HOOK_OnTeamRemoveMemberFunc) (CaveNet::DataStructures::NetClient *pClient, CaveNet::DataStructures::NetClient *pServerClient, CaveNet::DataStructures::NetTeam *pTeam) |
Called when a client is removed from a team.
pClient | The client-side client. |
pServerClient | The server-side client. This is 'NULL' if we're not the server host. |
pTeam | The team booting the client out. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientConnected | ( | CSM_HOOK_OnClientConnectedFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientDie | ( | CSM_HOOK_OnClientDieFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientDisconnected | ( | CSM_HOOK_OnClientDisconnectedFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientRevive | ( | CSM_HOOK_OnClientReviveFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientSpawn | ( | CSM_HOOK_OnClientSpawnFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnClientTick | ( | CSM_HOOK_OnClientTickFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnDrawHUD | ( | CSM_HOOK_OnDrawHUDFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnDrawItem | ( | CSM_HOOK_OnDrawItemFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnDrawMapBack | ( | CSM_HOOK_OnDrawMapBackFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnDrawMapFront | ( | CSM_HOOK_OnDrawMapFrontFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnGetTeamSpawnPoint | ( | CSM_HOOK_OnGetTeamSpawnPointFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnHitBulletMap | ( | CSM_HOOK_OnHitBulletMapFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnHitMyCharMap | ( | CSM_HOOK_OnHitMyCharMapFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnHitMyCharMapTile | ( | CSM_HOOK_OnHitMyCharMapTileFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnHitMyCharNpChar | ( | CSM_HOOK_OnHitMyCharNpCharFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnMessageSent | ( | CSM_HOOK_OnMessageSentFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnMyCharCollisionTest_NpChar | ( | int | iNpcId, |
CSM_HOOK_OnMyCharCollisionTest_NpChar | pFuncPtr | ||
) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
iNpcId | The NPC ID to set this function to. |
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPlayerPickupExperience | ( | CSM_HOOK_OnPlayerPickupExperienceFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPlayerPickupHeart | ( | CSM_HOOK_OnPlayerPickupHeartFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPlayerPickupMissile | ( | CSM_HOOK_OnPlayerPickupMissileFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPlayerPickupNpc | ( | CSM_HOOK_OnPlayerPickupNpcFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPostDraw | ( | CSM_HOOK_OnPostDrawFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnPreDrawHUD | ( | CSM_HOOK_OnPreDrawHUDFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnProcessAI | ( | CSM_HOOK_OnProcessAIFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnReceiveUserCmdFromClient | ( | CSM_HOOK_OnReceiveUserCmdFromClientFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnReceiveUserCmdFromServer | ( | CSM_HOOK_OnReceiveUserCmdFromServerFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnServerTick | ( | CSM_HOOK_OnServerTickFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnStageChange | ( | CSM_HOOK_OnStageChangeFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnTeamAddMember | ( | CSM_HOOK_OnTeamAddMemberFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetHook_OnTeamRemoveMember | ( | CSM_HOOK_OnTeamRemoveMemberFunc | pFuncPtr | ) |
Hook up a function to make custom code run during a game event.
Check out the typedef of the function pointer for further info.
pFuncPtr | A pointer to the function to call. |
CAVESTORY_MOD_API void CSM_SetNpcCodeCharWhitelisted | ( | int | iCodeChar, |
bool | bWhitelisted | ||
) |
Set whether a specific code_char is whitelisted or not.
When a code_char is whitelisted, then 'OnHitMyCharNpChar' will be called for that specific NPC.
iCodeChar | The code character. |
bWhitelisted | Whether to whitelist this codechar or not. |