OnPlayerInput
OxideCarbonPlayerCalled when player input occurs.
object OnPlayerInput(BasePlayer basePlayer, InputState serverInput)Works — the game method in this build is the one the hook was written for.
Parameters
- basePlayer
- BasePlayer
- serverInput
- InputState
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 OnPlayerInput(BasePlayer basePlayer, InputState serverInput)
{
Puts("OnPlayerInput");
// 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 BasePlayer.OnReceiveTick(PlayerTick, bool)
Passes: BasePlayer basePlayer, InputState serverInput
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, this.serverInput)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
if (serverInput.current.buttons != serverInput.previous.buttons)
{
ResetInputIdleTime();
}
if (IsReceivingSnapshot || IsTransferProtected())
{
return;
}
if (Interface.CallHook("OnPlayerInput", this, this.serverInput) != null)
{
return;
}
if (IsSpectating())
{
using (TimeWarning.New("Tick_Spectator"))
{
Tick_Spectator();
// …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.