OnVehicleModulesAssign
OxideCarbonVehicleCalled when vehicle modules assign occurs.
object OnVehicleModulesAssign(ModularCar modularCar, Rust.Modular.ItemModVehicleModule[] socketItemDefs)Works — the game method in this build is the one the hook was written for.
Parameters
- modularCar
- ModularCar
- socketItemDefs
- Rust.Modular.ItemModVehicleModule[]
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 OnVehicleModulesAssign(ModularCar modularCar, Rust.Modular.ItemModVehicleModule[] socketItemDefs)
{
Puts("OnVehicleModulesAssign");
// 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 ModularCar.SpawnPreassignedModules()
Passes: ModularCar modularCar, Rust.Modular.ItemModVehicleModule[] socketItemDefs
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, l0.socketItemDefs)Assembly-CSharp.dll
Where it is called (this branch's game code)
private void SpawnPreassignedModules()
{
if (!spawnSettings.useSpawnSettings || spawnSettings.configurationOptions.IsNullOrEmpty())
{
return;
}
ModularCarPresetConfig modularCarPresetConfig = spawnSettings.configurationOptions[Random.Range(0, spawnSettings.configurationOptions.Length)];
if (Interface.CallHook("OnVehicleModulesAssign", this, modularCarPresetConfig.socketItemDefs) != null)
{
return;
}
for (int i = 0; i < modularCarPresetConfig.socketItemDefs.Length; i++)
{
ItemModVehicleModule itemModVehicleModule = modularCarPresetConfig.socketItemDefs[i];
if (itemModVehicleModule != null && Inventory.SocketsAreFree(i, itemModVehicleModule.socketsTaken))
{
// …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.