CanDesignFirework
OxideCarbonFireworkCalled to determine whether to design firework.
Return true to allow the action and false to block it.
object CanDesignFirework(BasePlayer player, PatternFirework patternFirework)Works — the game method in this build is the one the hook was written for.
Parameters
- player
- BasePlayer
- patternFirework
- PatternFirework
Return value
objectThe returned value replaces the game result; null lets the game decide.
Example
object — you can affect the game: return a value to change or cancel the action.
private object CanDesignFirework(BasePlayer player, PatternFirework patternFirework)
{
Puts("CanDesignFirework");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return false; // your value instead of the game result
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point
Rust.opj (Oxide)
bool PatternFirework.PlayerCanModify(BasePlayer)
Passes: BasePlayer player, PatternFirework patternFirework
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0, this)Assembly-CSharp.dll
Where it is called (this branch's game code)
private bool PlayerCanModify(BasePlayer player)
{
if (player == null || !player.CanInteract())
{
return false;
}
object returnvar = Interface.CallHook("CanDesignFirework", player, this);
if (returnvar is bool)
{
return (bool)returnvar;
}
BuildingPrivlidge buildingPrivilege = GetBuildingPrivilege();
if (buildingPrivilege != null && !buildingPrivilege.CanAdministrate(player))
{
return false;
// …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.