OnPlayerVanish
OxideCarbonPlayerCalled when a server console command is executed.
Useful for auditing or overriding server-side console commands.
object OnPlayerVanish(BasePlayer local0)Works — the game method in this build is the one the hook was written for.
Parameters
- local0
- BasePlayer
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 OnPlayerVanish(BasePlayer local0)
{
Puts("OnPlayerVanish");
// 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 ConVar.Debugging.invis(ConsoleSystem.Arg)
Passes: BasePlayer local0
WorksReturnBehavior: ExitWhenNonNullArgumentBehavior: UseArgumentString (l0)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
BasePlayer basePlayer = arg.Player();
if (basePlayer == null)
{
return;
}
bool flag = arg.GetBool(0, !basePlayer.isInvisible);
if (flag && !basePlayer.isInvisible)
{
if (Interface.CallHook("OnPlayerVanish", basePlayer) != null)
{
return;
}
foreach (Connection subscriber in basePlayer.net.group.subscribers)
{
BasePlayer basePlayer2 = subscriber.player as BasePlayer;
if (subscriber != basePlayer.net.connection && basePlayer.ShouldNetworkTo(basePlayer2) && !basePlayer2.IsSpectating())
{
// …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.