OnEyePosValidate
OxideCarbonPlayerCalled when an eye pos is validated.
object OnEyePosValidate(AttackEntity attackEntity, BasePlayer player, Vector3 eyePos, bool checkLineOfSight)Works — the game method in this build is the one the hook was written for.
Parameters
- attackEntity
- AttackEntity
- player
- BasePlayer
- eyePos
- Vector3
- checkLineOfSight
- bool
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 OnEyePosValidate(AttackEntity attackEntity, BasePlayer player, Vector3 eyePos, bool checkLineOfSight)
{
Puts("OnEyePosValidate");
// 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 AttackEntity.ValidateEyePos(BasePlayer, Vector3, bool)
Passes: AttackEntity attackEntity, BasePlayer player, Vector3 eyePos, bool checkLineOfSight
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, a0, a1, a2)Assembly-CSharp.dll
Where it is called (this branch's game code)
protected bool ValidateEyePos(BasePlayer player, Vector3 eyePos, bool checkLineOfSight = true)
{
object returnvar = Interface.CallHook("OnEyePosValidate", this, player, eyePos, checkLineOfSight);
if (returnvar is bool)
{
return (bool)returnvar;
}
bool flag = true;
if (eyePos.IsNaNOrInfinity())
{
string shortPrefabName = ShortPrefabName;
// …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.