RustTip

CanBeTargeted

OxidePlayer
object CanBeTargeted(BaseCombatEntity obj, AutoTurret autoTurret)
object CanBeTargeted(BaseCombatEntity potentialtarget, HelicopterTurret helicopterTurret)
object CanBeTargeted(BasePlayer basePlayer, FlameTurret flameTurret)
object CanBeTargeted(BasePlayer basePlayer, object this => l2)
object CanBeTargeted()
Works — the game method in this build is the one the hook was written for.

Parameters

obj
BaseCombatEntity
autoTurret
AutoTurret

Return value

objectReturn a value of the method's result type and the game returns it immediately; null continues as usual.

Example

object — you can affect the game: return a value to change or cancel the action.

private object CanBeTargeted(BaseCombatEntity obj, AutoTurret autoTurret)
{
    Puts("CanBeTargeted");

    // change nothing — the game continues as usual
    return null;

    // to affect the game:
    // return null; // null — the game continues as usual
}

Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.

Injection point 1

Rust.opj (Oxide)
bool AutoTurret.ObjectVisible(BaseCombatEntity)

Passes: BaseCombatEntity obj, AutoTurret autoTurret

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0, this)Assembly-CSharp.dll

Where it is called (this branch's game code)

public bool ObjectVisible(BaseCombatEntity obj)
{
	object returnvar = Interface.CallHook("CanBeTargeted", obj, this);
	if (returnvar is bool)
	{
		return (bool)returnvar;
	}
	Vector3 position = eyePos.transform.position;
	if (GamePhysics.CheckSphere(position, 0.1f, 136314880))
	{
		return false;
// …

Injection point 2

Rust.opj (Oxide)
bool HelicopterTurret.InFiringArc(BaseCombatEntity)

Passes: BaseCombatEntity potentialtarget, HelicopterTurret helicopterTurret

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0, this)Assembly-CSharp.dll

Where it is called (this branch's game code)

public bool InFiringArc(BaseCombatEntity potentialtarget)
{
	object returnvar = Interface.CallHook("CanBeTargeted", potentialtarget, this);
	if (returnvar is bool)
	{
		return (bool)returnvar;
	}
	return AngleToTarget(potentialtarget) < 80f;
}

Injection point 3

Rust.opj (Oxide)
bool FlameTurret.CheckTrigger()

Passes: BasePlayer basePlayer, FlameTurret flameTurret

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (l7, this)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
IPrivilege privilege = null;
foreach (BaseEntity item in entityContents)
{
	BasePlayer basePlayer = item as BasePlayer;
	if (basePlayer == null || basePlayer.IsSleeping() || !basePlayer.IsAlive() || basePlayer.transform.position.y > GetEyePosition().y + 0.5f)
	{
		continue;
	}
	object returnvar = Interface.CallHook("CanBeTargeted", basePlayer, this);
	if (returnvar is bool)
	{
		return (bool)returnvar;
	}
	if (!flag2)
	{
		flag2 = true;
		privilege = GetCachedPrivilege();
// …

Injection point 4

Rust.opj (Oxide)
bool GunTrap.CheckTrigger()

Passes: BasePlayer basePlayer, object this => l2

WorksReturnBehavior: UseArgumentStringArgumentBehavior: UseArgumentString (l7, this => l2)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
IPrivilege privilege = null;
foreach (BaseEntity item in entityContents)
{
	BasePlayer basePlayer = item as BasePlayer;
	if (basePlayer == null || basePlayer.IsSleeping() || !basePlayer.IsAlive())
	{
		continue;
	}
	Interface.CallHook("CanBeTargeted", basePlayer, this => l2);
	if (!flag2)
	{
		flag2 = true;
		privilege = GetCachedPrivilege();
	}
	if (privilege != null && privilege.IsAuthed(basePlayer))
	{
		continue;
// …

Injection point 5

Rust.opj (Oxide)
bool GunTrap.CheckTrigger()

Passes: —

WorksReturnBehavior: CustomAssembly-CSharp.dll

Where it is called (this branch's game code)

// …
{
	continue;
}
if (!flag2)
{
	flag2 = true;
	privilege = GetCachedPrivilege();
}
object result = Interface.CallHook("CanBeTargeted");
// … проверка результата (Modify-хук, см. Rust.opj)
if (privilege != null && privilege.IsAuthed(basePlayer))
{
	continue;
}
if (obj == null)
{
	obj = Pool.Get<List<RaycastHit>>();
// …

Injection point 6

Rust.opj (Oxide)
bool GunTrap.CheckTrigger()

Passes: —

WorksReturnBehavior: CustomAssembly-CSharp.dll

Where it is called (this branch's game code)

// …
{
	continue;
}
if (!flag2)
{
	flag2 = true;
	privilege = GetCachedPrivilege();
}
object result = Interface.CallHook("CanBeTargeted");
// … проверка результата (Modify-хук, см. Rust.opj)
if (privilege != null && privilege.IsAuthed(basePlayer))
{
	continue;
}
if (obj == null)
{
	obj = Pool.Get<List<RaycastHit>>();
// …

Sources: Rust.opj from OxideMod/Oxide.Rust (MIT) and hook metadata of the Carbon documentation (MIT). Method code is decompiled from this branch's server.