OnCorpsePopulate
OxideCarbonNPCCalled when corpse populate occurs.
object OnCorpsePopulate(NPCPlayer nPCPlayer, NPCPlayerCorpse local1)
object OnCorpsePopulate(object Owner, LootableCorpse lootableCorpse)
object OnCorpsePopulate()Works — the game method in this build is the one the hook was written for.
Parameters
- nPCPlayer
- NPCPlayer
- local1
- NPCPlayerCorpse
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 OnCorpsePopulate(NPCPlayer nPCPlayer, NPCPlayerCorpse local1)
{
Puts("OnCorpsePopulate");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return default(BaseCorpse); // your value instead of the game result
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point 1
Rust.opj (Oxide)
BaseCorpse NPCPlayer.CreateCorpse(BasePlayer.PlayerFlags, Vector3, Quaternion, List<TriggerBase>, bool)
Passes: NPCPlayer nPCPlayer, NPCPlayerCorpse local1
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, l1)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
for (int i = 0; i < nPCPlayerCorpse.containers.Length; i++)
{
ItemContainer itemContainer = nPCPlayerCorpse.containers[i];
if (!KeepCorpseClothingIntact || i != 1)
{
itemContainer.Clear();
}
}
object returnvar = Interface.CallHook("OnCorpsePopulate", this, nPCPlayerCorpse);
if (returnvar is BaseCorpse)
{
return (BaseCorpse)returnvar;
}
ApplyLoot(nPCPlayerCorpse);
}
return nPCPlayerCorpse;
}
// …Injection point 2
Rust.opj (Oxide)
void Rust.Ai.Gen2.State_Dead.StartRagdoll()
Passes: object Owner, LootableCorpse lootableCorpse
WorksReturnBehavior: ExitWhenNonNullArgumentBehavior: UseArgumentString (this.Owner, l1)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
castedUnityObject.playerName = prefabInformation.title.translated;
}
else
{
castedUnityObject.playerName = Owner.GetType().Name;
}
castedUnityObject.Spawn();
baseCorpse.TakeChildren(Owner);
if (Interface.CallHook("OnCorpsePopulate", this.Owner, castedUnityObject) != null)
{
return;
}
if (LootSpawnSlots.Length != 0)
{
LootContainer.LootSpawnSlot[] lootSpawnSlots = LootSpawnSlots;
for (int i = 0; i < lootSpawnSlots.Length; i++)
{
// …Injection point 3
Rust.opj (Oxide)
void Rust.Ai.Gen2.State_Dead.StartRagdoll()
Passes: —
WorksReturnBehavior: CustomAssembly-CSharp.dll
Where it is called (this branch's game code)
// …
else
{
castedUnityObject.playerName = Owner.GetType().Name;
}
castedUnityObject.Spawn();
baseCorpse.TakeChildren(Owner);
if (LootSpawnSlots.Length != 0)
{
object result = Interface.CallHook("OnCorpsePopulate");
// … проверка результата (Modify-хук, см. Rust.opj)
LootContainer.LootSpawnSlot[] lootSpawnSlots = LootSpawnSlots;
for (int i = 0; i < lootSpawnSlots.Length; i++)
{
LootContainer.LootSpawnSlot lootSpawnSlot = lootSpawnSlots[i];
for (int j = 0; j < lootSpawnSlot.numberToSpawn; j++)
{
if (Random.Range(0f, 1f) <= lootSpawnSlot.probability)
// …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.