CanLock
OxideCarbonVehicleCalled to determine whether to lock.
Return true to allow the action and false to block it.
object CanLock(BasePlayer player, CodeLock codeLock)
object CanLock(BasePlayer player, KeyLock keyLock)
object CanLock(BasePlayer player, ModularCar owner, ModularCarCodeLock modularCarCodeLock)Works — the game method in this build is the one the hook was written for.
Parameters
- player
- BasePlayer
- codeLock
- CodeLock
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 CanLock(BasePlayer player, CodeLock codeLock)
{
Puts("CanLock");
// 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 1
Rust.opj (Oxide)
void CodeLock.TryLock(BaseEntity.RPCMessage)
Passes: BasePlayer player, CodeLock codeLock
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0.player, this)Assembly-CSharp.dll
Where it is called (this branch's game code)
[RPC_Server]
[RPC_Server.MaxDistance(3f, CheckParent = true)]
private void TryLock(RPCMessage rpc)
{
if (rpc.player.CanInteract() && !IsLocked() && code.Length == 4 && whitelistPlayers.Contains(rpc.player.userID))
{
if (Interface.CallHook("CanLock", rpc.player, this) != null)
{
return;
}
DoEffect(effectLocked.resourcePath);
SetFlagLocal(Flags.Locked, b: true);
SendNetworkUpdate();
}
}Injection point 2
Rust.opj (Oxide)
void KeyLock.Lock(BasePlayer)
Passes: BasePlayer player, KeyLock keyLock
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0, this)Assembly-CSharp.dll
Where it is called (this branch's game code)
private void Lock(BasePlayer player)
{
if (!(player == null) && player.CanInteract() && !IsLocked() && HasLockPermission(player))
{
if (Interface.CallHook("CanLock", player, this) != null)
{
return;
}
LockLock(player);
SendNetworkUpdate();
}
}Injection point 3
Rust.opj (Oxide)
bool ModularCarCodeLock.HasLockPermission(BasePlayer)
Passes: BasePlayer player, ModularCar owner, ModularCarCodeLock modularCarCodeLock
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (a0, this.owner, this)Assembly-CSharp.dll
Where it is called (this branch's game code)
public bool HasLockPermission(BasePlayer player)
{
if (!player.IsValid() || player.IsDead())
{
return false;
}
object returnvar = Interface.CallHook("CanLock", player, this.owner, this);
if (returnvar is bool)
{
return (bool)returnvar;
}
return HasLockPermission(player.userID);
}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.