Events
Last updated
Last updated
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 . This table documents events to be used by your scripts.
Field
Invoked each time the game queues a frame for rendering. This is the only permitted location for drawing on screen.
Arguments
None.
Field
Invoked every time the game progresses onto another frame stage. This event is called before the game handles a new frame stage.
Arguments
stage
Current frame stage.
Field
Invoked every time game starts the scene rendering process. This event is called before the game's function runs.
Arguments
None.
Field
Invoked every time game starts scene rendering process. This event is called after the game's function runs.
Arguments
setup
View setup information.
Field
Invoked every time the game sets up the view. This event is called before the game's function runs.
Arguments
None.
Field
Invoked every time the game sets up the view information. This event is called after the game's function runs.
Arguments
None.
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.
Field
Invoked every time a game event fires.
Arguments
event
Game event.
Field
Invoked every time the game processes mouse/controller input. This is a good place to alter mouse movement, if needed.
Arguments
type
Type of the input.
value
Input value.
Field
Invoked every time the GUI processes input.
Arguments
msg
int
w
int
WPARAM.
l
int
LPARAM.
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
System message.