OnAIBrainStateSwitch
OxideCarbonNPCCalled when AI brain state switch occurs.
object OnAIBrainStateSwitch(BaseAIBrain baseAIBrain, BaseAIBrain.BasicAIState currentState, BaseAIBrain.BasicAIState newState)Works — the game method in this build is the one the hook was written for.
Parameters
- baseAIBrain
- BaseAIBrain
- currentState
- BaseAIBrain.BasicAIState
- newState
- BaseAIBrain.BasicAIState
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 OnAIBrainStateSwitch(BaseAIBrain baseAIBrain, BaseAIBrain.BasicAIState currentState, BaseAIBrain.BasicAIState newState)
{
Puts("OnAIBrainStateSwitch");
// 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 BaseAIBrain.SwitchToState(BaseAIBrain.BasicAIState, int)
Passes: BaseAIBrain baseAIBrain, BaseAIBrain.BasicAIState currentState, BaseAIBrain.BasicAIState newState
WorksReturnBehavior: ExitWhenNonNullArgumentBehavior: UseArgumentString (this, this.CurrentState, a0)Assembly-CSharp.dll
Where it is called (this branch's game code)
// …
if (!CurrentState.CanLeave())
{
return false;
}
if (CurrentState == newState && !UseAIDesign)
{
return false;
}
object returnvar = Interface.CallHook("OnAIBrainStateSwitch", this, this.CurrentState, newState);
if (returnvar != null)
{
return returnvar is bool && (bool)returnvar;
}
CurrentState.StateLeave(this, GetBaseEntity());
}
AddEvents(stateContainerID);
CurrentState = newState;
// …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.