OnPlayerSpawn
OxideCarbonPlayerCalled when a player is spawned.
object OnPlayerSpawn(BasePlayer basePlayer, Network.Connection connection)Works — the game method in this build is the one the hook was written for.
Parameters
- basePlayer
- BasePlayer
- connection
- Network.Connection
Return value
objectReturn non-null to stop the game method.
Example
object — you can affect the game: return a value to change or cancel the action.
private object OnPlayerSpawn(BasePlayer basePlayer, Network.Connection connection)
{
Puts("OnPlayerSpawn");
// 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 ServerMgr.SpawnNewPlayer(Network.Connection)
Passes: BasePlayer basePlayer, Network.Connection connection
WorksReturnBehavior: ExitWhenNonNullAssembly-CSharp.dll
Where it is called (this branch's game code)
public BasePlayer SpawnNewPlayer(Connection connection)
{
RelationshipManager.PlayerTeam playerTeam = RelationshipManager.ServerInstance.FindPlayersTeam(connection.userid);
BasePlayer.SpawnPoint spawnPoint = FindSpawnPoint(null, playerTeam?.teamID ?? 0);
BasePlayer basePlayer = GameManager.server.CreateEntity("assets/prefabs/player/player.prefab", spawnPoint.pos, spawnPoint.rot).ToPlayer();
if (Interface.CallHook("OnPlayerSpawn", basePlayer, connection) != null)
{
return basePlayer;
}
basePlayer.health = 0f;
basePlayer.lifestate = BaseCombatEntity.LifeState.Dead;
basePlayer.ResetLifeStateOnSpawn = false;
basePlayer.limitNetworking = true;
if (connection == null)
// …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.