RustTip

CanDeployScientists

OxideNPC
object 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.