OnLootNetworkUpdate
OxideCarbonPlayerCalled when a loot network is updated.
object OnLootNetworkUpdate(PlayerLoot playerLoot)Works — the game method in this build is the one the hook was written for.
Parameters
- playerLoot
- PlayerLoot
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 OnLootNetworkUpdate(PlayerLoot playerLoot)
{
Puts("OnLootNetworkUpdate");
// 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 PlayerLoot.SendUpdate()
Passes: PlayerLoot playerLoot
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: JustThisAssembly-CSharp.dll
Where it is called (this branch's game code)
private void SendUpdate()
{
isInvokingSendUpdate = false;
if (!baseEntity.IsValid())
{
return;
}
if (Interface.CallHook("OnLootNetworkUpdate", this) != null)
{
return;
}
using PlayerUpdateLoot playerUpdateLoot = Pool.Get<PlayerUpdateLoot>();
if ((bool)entitySource && entitySource.net != null)
{
playerUpdateLoot.entityID = entitySource.net.ID;
}
// …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.