OnAmmoSwitch
OxideCarbonWeaponCalled when ammo switch occurs.
object OnAmmoSwitch(BaseProjectile baseProjectile, BasePlayer local0, ItemDefinition local2)Works — the game method in this build is the one the hook was written for.
Parameters
- baseProjectile
- BaseProjectile
- local0
- BasePlayer
- local2
- ItemDefinition
Return value
objectReturn non-null to cancel the game action.
Example
object — you can affect the game: return a value to change or cancel the action.
private object OnAmmoSwitch(BaseProjectile baseProjectile, BasePlayer local0, ItemDefinition local2)
{
Puts("OnAmmoSwitch");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return false; // non-null cancels the game action
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point
Rust.opj (Oxide)
void BaseProjectile.SwitchAmmoTo(BaseEntity.RPCMessage)
Passes: BaseProjectile baseProjectile, BasePlayer local0, ItemDefinition local2
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, l0, l2)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
ItemDefinition itemDefinition = ItemManager.FindItemDefinition(num);
if (itemDefinition == null)
{
return;
}
ItemModProjectile component = itemDefinition.GetComponent<ItemModProjectile>();
if ((bool)component && component.IsAmmo(primaryMagazine.definition.ammoTypes))
{
if (Interface.CallHook("OnAmmoSwitch", this, ownerPlayer, itemDefinition) != null)
{
return;
}
if (primaryMagazine.contents > 0)
{
ownerPlayer.GiveItem(ItemManager.CreateByItemID(primaryMagazine.ammoType.itemid, primaryMagazine.contents, 0uL, 0uL));
SetAmmoCount(0);
}
// …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.