OnNpcRadioChatter
OxideNPCobject OnNpcRadioChatter(ScientistNPC scientistNPC)Works — the game method in this build is the one the hook was written for.
Parameters
- scientistNPC
- ScientistNPC
Return value
objectReturn a value of the method's result type and the game returns it immediately; null continues as usual.
Example
object — you can affect the game: return a value to change or cancel the action.
private object OnNpcRadioChatter(ScientistNPC scientistNPC)
{
Puts("OnNpcRadioChatter");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return null; // null — the game continues as usual
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point
Rust.opj (Oxide)
void ScientistNPC.PlayRadioChatter()
Passes: ScientistNPC scientistNPC
WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: JustThisAssembly-CSharp.dll
Where it is called (this branch's game code)
// …
{
if (RadioChatterEffects.Length != 0)
{
if ((IsDestroyed || transform == null) && _playRadioChatter != null)
{
CancelInvoke(_playRadioChatter);
return;
}
if (Interface.CallHook("OnNpcRadioChatter", this) != null)
{
return;
}
Effect.server.Run(RadioChatterEffects[Random.Range(0, RadioChatterEffects.Length)].resourcePath, this, StringPool.Get("head"), Vector3.zero, Vector3.zero);
QueueRadioChatter();
}
}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.