OnPhoneDialTimeout
OxideCarbonPhoneCalled when phone dial timeout occurs.
Use this to scale timing based on context, player state, or location.
object OnPhoneDialTimeout(object activeCallTo, PhoneController phoneController, object currentPlayer)Method changed — check — the game method differs from the one the hook is recorded for in Oxide. The hook is still called, but its place may have shifted — worth checking after an update.
Parameters
- activeCallTo
- object
- phoneController
- PhoneController
- currentPlayer
- object
Return value
objectReturn non-null to cancel the game action.
Example
object — you can affect the game: return a value to change or cancel the action.
private object OnPhoneDialTimeout(object activeCallTo, PhoneController phoneController, object currentPlayer)
{
Puts("OnPhoneDialTimeout");
// change nothing — the game continues as usual
return null;
// to affect the game:
// return false; // non-null cancels the game action
}Works in both Oxide and Carbon: Carbon loads Oxide plugins as is.
Injection point
Rust.opj (Oxide)
void PhoneController.TimeOutDialing()
Passes: object activeCallTo, PhoneController phoneController, object currentPlayer
Method changed — checkReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString ( this.activeCallTo, this, this.activeCallTo.currentPlayer)Assembly-CSharp.dll
Where it is called (this branch's game code)
private void TimeOutDialing()
{
if (Interface.CallHook("OnPhoneDialTimeout", this.activeCallTo, this, this.activeCallTo.currentPlayer) != null)
{
return;
}
if (activeOtherPhoneController != null)
{
activeOtherPhoneController.ServerPlayAnsweringMessage(this);
}
SetPhoneState(Telephone.CallState.Idle);
// …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.