CanDeployScientists
OxideNPCobject CanDeployScientists(BradleyAPC bradleyAPC, BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions)Works — the game method in this build is the one the hook was written for.
Parameters
- bradleyAPC
- BradleyAPC
- attacker
- BaseEntity
- scientistPrefabs
- List<GameObjectRef>
- spawnPositions
- List<Vector3>
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 CanDeployScientists(BradleyAPC bradleyAPC, BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions)
{
Puts("CanDeployScientists");
// 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
Rust.opj (Oxide)
bool BradleyAPC.CanDeployScientists(BaseEntity, List<GameObjectRef>, List<Vector3>)
Passes: BradleyAPC bradleyAPC, BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: AllAssembly-CSharp.dll
Where it is called (this branch's game code)
private bool CanDeployScientists(BaseEntity attacker, List<GameObjectRef> scientistPrefabs, List<Vector3> spawnPositions)
{
object returnvar = Interface.CallHook("CanDeployScientists", this, attacker, scientistPrefabs, spawnPositions);
if (returnvar is bool)
{
return (bool)returnvar;
}
int count = scientistPrefabs.Count;
if (!inDeployedState && Vector3.Distance(attacker.transform.position, transform.position) > DeployAttackDistanceMax)
{
return false;
// …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.