OnCatapultFireForce
OxideCarbonPrimitiveCalled when catapult fire force occurs.
object OnCatapultFireForce(Catapult catapult, BasePlayer shooter, object l1 => l1)Works — the game method in this build is the one the hook was written for.
Parameters
- catapult
- Catapult
- shooter
- BasePlayer
- l1 => l1
- object
Return value
objectThe returned value modifies the result, the game continues.
Example
object — you can affect the game: return a value to change or cancel the action.
private object OnCatapultFireForce(Catapult catapult, BasePlayer shooter, object l1 => l1)
{
Puts("OnCatapultFireForce");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return default(float); // 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 Catapult.Fire(BasePlayer, float)
Passes: Catapult catapult, BasePlayer shooter, object l1 => l1
WorksReturnBehavior: UseArgumentStringArgumentBehavior: UseArgumentString (this,a0,l1 => l1)Assembly-CSharp.dll
Where it is called (this branch's game code)
public bool Fire(BasePlayer shooter, float force)
{
FireRecoil();
float num = Mathf.Lerp(2f, 1f, Mathf.Clamp01(force));
float num2 = Mathf.Lerp(0.5f, 1f, Mathf.Clamp01(force));
bool flag = true;
Vector3 firingPos = muzzle.position;
BasePlayer passenger = GetPassenger();
Interface.CallHook("OnCatapultFireForce", this, shooter, l1 => l1);
if (passenger != null)
{
passenger.ServerPosition = muzzle.transform.position;
passenger.Ragdoll(muzzle.transform.forward * (20f * num2) + Vector3.up * (2.5f * num), matchPlayerGravity: false, flailInAir: true, dieOnImpact: true, this);
return true;
}
if (GamePhysics.CheckSphere(muzzle.position, 1f, 1236994833, QueryTriggerInteraction.Ignore))
{
// …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.