CanBypassQueue
OxideCarbonPlayerCalled to determine whether to bypass queue.
Return true to allow the action and false to block it.
object CanBypassQueue(Network.Connection connection)Works — the game method in this build is the one the hook was written for.
Parameters
- connection
- Network.Connection
Return value
objectThe returned value replaces the game result; null lets the game decide.
Example
object — you can affect the game: return a value to change or cancel the action.
private object CanBypassQueue(Network.Connection connection)
{
Puts("CanBypassQueue");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return false; // your value instead of the game result
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point
Rust.opj (Oxide)
bool ConnectionQueue.CanJumpQueue(Network.Connection)
Passes: Network.Connection connection
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: JustParamsAssembly-CSharp.dll
Where it is called (this branch's game code)
private bool CanJumpQueue(Connection connection)
{
object returnvar = Interface.CallHook("CanBypassQueue", connection);
if (returnvar is bool)
{
return (bool)returnvar;
}
if (connection.skipQueue)
{
return true;
}
// …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.