f7c691caaa
The listing was pushing the resulting webpage too wide on my 19" screen, causing various distortions.
85 lines
2.6 KiB
Lua
85 lines
2.6 KiB
Lua
return
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{
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HOOK_PLUGINS_LOADED =
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{
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CalledWhen = "All the enabled plugins have been loaded",
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DefaultFnName = "OnPluginsLoaded", -- also used as pagename
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Desc = [[
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This callback gets called when the server finishes loading and initializing plugins. This is the
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perfect occasion for a plugin to query other plugins through {{cPluginManager}}:GetPlugin() and
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possibly start communicating with them using the {{cPlugin}}:Call() function.
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]],
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Params = {},
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Returns = [[
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The return value is ignored, all registered callbacks are called.
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]],
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CodeExamples =
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{
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{
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Title = "CoreMessaging",
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Desc = [[
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This example shows how to implement the CoreMessaging functionality - messages to players will be
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sent through the Core plugin, formatted by that plugin. As a fallback for when the Core plugin is
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not present, the messages are sent directly by this code, unformatted.
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]],
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Code = [[
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-- These are the fallback functions used when the Core is not present:
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local function SendMessageFallback(a_Player, a_Message)
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a_Player:SendMessage(a_Message);
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end
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local function SendMessageSuccessFallback(a_Player, a_Message)
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a_Player:SendMessage(a_Message);
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end
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local function SendMessageFailureFallback(a_Player, a_Message)
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a_Player:SendMessage(a_Message);
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end
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-- These three "variables" will hold the actual functions to call.
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-- By default they are initialized to the Fallback variants,
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-- but will be redirected to Core when all plugins load
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SendMessage = SendMessageFallback;
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SendMessageSuccess = SendMessageSuccessFallback;
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SendMessageFailure = SendMessageFailureFallback;
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-- The callback tries to connect to the Core
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-- If successful, overwrites the three functions with Core ones
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local function OnPluginsLoaded()
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local CorePlugin = cPluginManager:Get():GetPlugin("Core");
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if (CorePlugin == nil) then
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-- The Core is not loaded, keep the Fallback functions
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return;
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end
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-- Overwrite the three functions with Core functionality:
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SendMessage = function(a_Player, a_Message)
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CorePlugin:Call("SendMessage", a_Player, a_Message);
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end
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SendMessageSuccess = function(a_Player, a_Message)
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CorePlugin:Call("SendMessageSuccess", a_Player, a_Message);
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end
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SendMessageFailure = function(a_Player, a_Message)
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CorePlugin:Call("SendMessageFailure", a_Player, a_Message);
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end
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end
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-- Global scope, register the callback:
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cPluginManager.AddHook(cPluginManager.HOOK_PLUGINS_LOADED, CoreMessagingPluginsLoaded);
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-- Usage, anywhere else in the plugin:
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SendMessageFailure(
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a_Player,
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"Cannot teleport to player, the destination player " .. PlayerName .. " was not found"
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);
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]],
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},
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} , -- CodeExamples
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}, -- HOOK_PLUGINS_LOADED
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}
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