OnWeaponReload
OxideCarbonWeaponCalled when a weapon reloads.
object OnWeaponReload(BaseProjectile baseProjectile, BasePlayer local0)Works — the game method in this build is the one the hook was written for.
Parameters
- baseProjectile
- BaseProjectile
- 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 OnWeaponReload(BaseProjectile baseProjectile, BasePlayer local0)
{
Puts("OnWeaponReload");
// 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 BaseProjectile.StartReload(BaseEntity.RPCMessage)
Passes: BaseProjectile baseProjectile, BasePlayer local0
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, l0)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
BasePlayer player = msg.player;
if (!VerifyClientRPC(player))
{
SendNetworkUpdate();
reloadStarted = false;
reloadFinished = false;
return;
}
if (Interface.CallHook("OnWeaponReload", this, player) != null)
{
return;
}
reloadFinished = false;
reloadStarted = true;
fractionalInsertCounter = 0;
if (CanRefundAmmo)
{
// …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.