# Engine Related

Contains callbacks that are related to the modification of the Engine. (engine.dll)


# OverrideMaterialConfig()

Allows you to change the way all world materials are rendered.
Returning true will change the internal value nFullbright (mat_fullbright).
Example:

    hood.Add("OverrideMaterialConfig", "MyAwesomeOverrideMaterialConfigCallback", function()
        return true
    end)

Result:


# AccumulateTime()

Allows you to change the in-game timescale of the game (host_timescale).
This interally controls a multiplier, so returning 2 would make the game run at 2x speed.
Example:

    hood.Add("AccumulateTime", "MyAwesomeAccumulateTimeCallback", function()
        return 0.5 -- The game now runs at half speed.
    end)

# ClientInterp()

Controls the game's internal interpolation amount (cl_interp).
Example:

    hood.Add("ClientInterp", "MyAwesomeClientInterpCallback", function()
        return 0 -- Everything is now uninterpolated!
    end)

# AspectRatio()

Allows you to change the aspect ratio of your view. \

Example:

    hood.Add("AspectRatio", "MyAwesomeAspectRatioCallback", function()
        return 0.7
    end)

Result:


# CL_Move(number flAccumulatedExtraSamples, bool bFinalTick) (Pre)

Called before the client processes movement commands. This is the engine's internal movement processing hook.

Arguments:

  • number flAccumulatedExtraSamples - Accumulated extra simulation ticks
  • bool bFinalTick - If this is the final tick in the current frame

Return true to block it from running.


# GAMEMODE:*

Called every time the engine pushes a gamemode hook.
This works the exact same way as the hook library.
You can find a list of every gamemode hook here.
This does not work for hooks created in Lua.
Example:

hood.Add("GAMEMODE:CreateMove", "AwesomeGamemodeHook", function(cmd)
    print("Wow! " .. tostring(cmd))
end)

Output:
Wow! CUserCmd [1738]