โ˜Ž๏ธevents

Usage: events.{event_name}

There are a number of events that Fatality provides to use in the API - from various hooks, to in-game events. Each event entry is an object of Event_t. This table documents events to be used by your scripts.

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You are not required to remove events when your script unloads. It is done automatically by the API engine.

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There is an equivalent to an unload or shutdown callback, check it out here.

presentQueue

Field

Invoked each time the game queues a frame for rendering. This is the only permitted location for drawing on screen.

Arguments

None.


frameStageNotify

Field

Invoked every time the game progresses onto another frame stage. This event is called before the game handles a new frame stage.

Arguments

Name
Type
Description

stage

Current frame stage.


renderStartPre

Field

Invoked every time game starts the scene rendering process. This event is called before the game's function runs.

Arguments

None.


renderStartPost

Field

Invoked every time game starts scene rendering process. This event is called after the game's function runs.

Arguments

Name
Type
Description

setup

View setup information.


setupViewPre

Field

Invoked every time the game sets up the view information. This event is called after the game's function runs.

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You can retrieve the view information from game.viewRender service.

Arguments

None.


overrideView

Field

Invoked every time the game internally overrides view information. You are free to change whatever you like in the provided view setup.

Arguments

Name

Type

Description

setup

View setup information.


createMove

Field

Invoked every time the game processes a game tick.

Arguments

Name

Type

Description

userCommand

Create move information.


event๏ปฟ

Field

Invoked every time a game event fires.

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We do not listen to every single event that exists in the game. If you need something that we don't listen to, please use mods.events

Arguments

Name
Type
Description

event

Game event.


input๏ปฟ

Field

Invoked every time the GUI processes input.

Arguments

Name
Type
Description

msg

int

w

int

WPARAM.

l

int

LPARAM.


menuToggled

Field

Invoked every time the GUI window is opened or closed.

Arguments

Name
Type
Description

visible

boolean

Whether or not the menu is visible.


playerInfoPre

Field

Invoked every time before the player ESP is rendered. Useful for accessing the rendering layer for visuals or adding new elements to ESP.

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This doesn't override the software's configuration, meaning that if you have ESP disabled for either enemies or teammates, the callback will not be called for those players.

Arguments

Name
Type
Description

data

The player ESP data


playerInfoPost

Field

Invoked every time after the player ESP is rendered.

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This doesn't override the software's configuration, meaning that if you have ESP disabled for either enemies or teammates, the callback will not be called for those players.

Arguments

Name
Type
Description

data

The player ESP data

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