Modular scripting and hooking - Printable Version
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+--- Thread: Modular scripting and hooking (
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Modular scripting and hooking -
venomlivno8 - 09.09.2016
main.pwn
pawn Код:
#include <a_samp>
#include "utils/players/data.pwn"
main() {
printf(" Script started ! ");
}
public OnGameModeInit() {
#if defined plydata_OnGameModeInit
printf(" Called plydata_OnGameModeInit ");
plydata_OnGameModeInit();
#endif
return 1;
}
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#define OnGameModeInit plydata_OnGameModeInit
#if defined plydata_OnGameModeInit
forward plydata_OnGameModeInit();
#endif
data.pwn
pawn Код:
public plydata_OnGameModeInit() {
printf(" data_OnGameModeInit() ");
return 1;
}
Is this the right method of hooking or not?
Re: Modular scripting and hooking -
Vince - 09.09.2016
The idea behind hooking is that you
don't call the hooked function explicitly. Assuming that main.pwn is your main script, there shouldn't be anything there. The data.pwn should contain another normal OnGameModeInit and the ALS stuff should come after that.
Re: Modular scripting and hooking -
venomlivno8 - 09.09.2016
Can you please explain that a little bit? Since it's not explained elsewhere. I'm new to hooking, I read the tutorials but I don't get it.
Re: Modular scripting and hooking -
Marricio - 09.09.2016
y_hooks makes it very simple for you, it is very user friendly. Check this page:
http://ysi.wikia.com/wiki/Library:YSI%5Cy_hooks