OnNpcConversationStart
OxideCarbonNPCCalled 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.