RustTip

OnPlayerInput

OxideCarbonPlayer

Called when player input occurs.

object OnPlayerInput(BasePlayer basePlayer, InputState serverInput)
Works — the game method in this build is the one the hook was written for.

Parameters

basePlayer
BasePlayer
serverInput
InputState

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 OnPlayerInput(BasePlayer basePlayer, InputState serverInput)
{
    Puts("OnPlayerInput");

    // 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 BasePlayer.OnReceiveTick(PlayerTick, bool)

Passes: BasePlayer basePlayer, InputState serverInput

WorksReturnBehavior: ExitWhenValidTypeArgumentBehavior: UseArgumentString (this, this.serverInput)Assembly-CSharp.dll

Where it is called (this branch's game code)

// …
if (serverInput.current.buttons != serverInput.previous.buttons)
{
	ResetInputIdleTime();
}
if (IsReceivingSnapshot || IsTransferProtected())
{
	return;
}
if (Interface.CallHook("OnPlayerInput", this, this.serverInput) != null)
{
	return;
}
if (IsSpectating())
{
	using (TimeWarning.New("Tick_Spectator"))
	{
		Tick_Spectator();
// …

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.