RustTip

OnNpcConversationStart

OxideCarbonNPC

Called when an npc conversation starts.

object OnNpcConversationStart(NPCTalking nPCTalking, BasePlayer ply, ConversationData local2)
Works — the game method in this build is the one the hook was written for.

Parameters

nPCTalking
NPCTalking
ply
BasePlayer
local2
ConversationData

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 OnNpcConversationStart(NPCTalking nPCTalking, BasePlayer ply, ConversationData local2)
{
    Puts("OnNpcConversationStart");

    // 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 NPCTalking.Server_BeginTalking(BasePlayer)

Passes: NPCTalking nPCTalking, BasePlayer ply, ConversationData local2

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, a0, l2)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
bool flag = num == BaseMission.MissionStatus.Active && ply.HasCompletedMission(num2);
ConversationData conversationFor = GetConversationFor(ply);
if (conversationFor != null)
{
	if (conversingPlayers.Contains(ply))
	{
		Server_OnConversationEnded(ply);
	}
	if (Interface.CallHook("OnNpcConversationStart", this, ply, conversationFor) != null)
	{
		return;
	}
	conversingPlayers.Add(ply);
	ply.SetActiveTalkingToNpc(this);
	UpdateFlags();
	using ConversationResponseStatesList conversationResponseStatesList = Pool.Get<ConversationResponseStatesList>();
	string text = conversationFor.entryPoint.resultingNode;
// …

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.