C# 클래스 Pluton.Hooks

파일 보기 프로젝트 열기: Notulp/Pluton 1 사용 예제들

공개 메소드들

메소드 설명
CreateOrUpdateSubjects ( ) : Subject>.Dictionary
On_BeingHammered ( HitInfo info, BasePlayer ownerPlayer ) : void
On_BuildingPartDemolished ( BuildingBlock bb, BaseEntity msg ) : void
On_BuildingPartGradeChange ( BuildingBlock bb, BaseEntity msg ) : void
On_ClientAuth ( ConnectionAuth ca, Network.Connection connection ) : void
On_ClientConsole ( ConsoleSystem arg, String rconCmd ) : void
On_CombatEntityHurt ( BaseCombatEntity combatEnt, HitInfo info, bool useProtection = true ) : void
On_Command ( ConsoleSystem arg ) : void
On_ConsumeFuel ( BaseOven bo, System.Item fuel, ItemModBurnable burn ) : void
On_DoorCode ( CodeLock doorLock, BaseEntity rpc ) : void
On_DoorUse ( Door door, BaseEntity rpc, bool open ) : void
On_EventTriggered ( TriggeredEventPrefab tep ) : void
On_ItemAdded ( ItemContainer ic, System.Item i ) : void
On_ItemLoseCondition ( System.Item i, float f ) : void
On_ItemPickup ( CollectibleEntity ce, BaseEntity msg, System.Item i ) : void
On_ItemRemoved ( ItemContainer ic, System.Item i ) : void
On_ItemRepaired ( RepairBench rb, BaseEntity msg ) : void
On_ItemUsed ( System.Item item, int amountToConsume ) : void
On_LandmineArmed ( Landmine l ) : void
On_LandmineExploded ( Landmine l ) : void
On_LandmineTriggered ( Landmine landmine, BasePlayer basePlayer ) : void
On_LootingEntity ( PlayerLoot playerLoot ) : void
On_LootingItem ( PlayerLoot playerLoot ) : void
On_LootingPlayer ( PlayerLoot playerLoot ) : void
On_NPCKilled ( BaseNPC bnpc, HitInfo info ) : void
On_NetworkableKill ( BaseNetworkable bn ) : void
On_Placement ( Construction construction, Construction target, bool bNeedsValidPlacement ) : BaseEntity
On_PlayerAssisted ( BasePlayer bp ) : void
On_PlayerClothingChanged ( PlayerInventory pi, System.Item i ) : void
On_PlayerConnected ( BasePlayer player ) : void
On_PlayerDied ( BasePlayer player, HitInfo info ) : void
On_PlayerDisconnected ( BasePlayer player ) : void
On_PlayerGathering ( ResourceDispenser dispenser, BaseEntity to, ItemAmount itemAmt, float gatherDamage, float destroyFraction ) : void
On_PlayerHealthChange ( BasePlayer p, float f, float f2 ) : void
On_PlayerLoaded ( BasePlayer bp ) : void
On_PlayerSleep ( BasePlayer bp ) : void
On_PlayerStartCrafting ( ItemCrafter self, ItemBlueprint bp, BasePlayer owner, ProtoBuf instanceData = null, int amount = 1, int skinID ) : bool
On_PlayerSyringeOther ( SyringeWeapon sw, BaseEntity msg ) : void
On_PlayerSyringeSelf ( SyringeWeapon sw, BaseEntity msg ) : void
On_PlayerTakeRadiation ( BasePlayer player, float radAmount ) : void
On_PlayerWakeUp ( BasePlayer bp ) : void
On_PlayerWounded ( BasePlayer bp ) : void
On_QuarryMining ( MiningQuarry miningQuarry ) : void
On_Respawn ( BasePlayer player, Vector3 pos, Quaternion quat ) : void
On_RocketShooting ( BaseLauncher baseLauncher, BaseEntity msg, BaseEntity baseEntity ) : void
On_ServerConsole ( ConsoleSystem arg, string cmd ) : void
On_ServerInit ( ) : void
On_ServerSaved ( ) : void
On_ServerShutdown ( ) : void
On_Shooting ( BaseProjectile baseProjectile, BaseEntity msg ) : void
On_WeaponThrow ( ThrownWeapon thrownWeapon, BaseEntity msg ) : void
SetModded ( ) : void
Subscribe ( string hookname, Action callback ) : Hook
Subscribe ( string hookname, BasePlugin plugin ) : Hook

비공개 메소드들

메소드 설명
OnNext ( string hook ) : void
On_Chat ( ConsoleSystem arg ) : void

메소드 상세

CreateOrUpdateSubjects() 공개 정적인 메소드

public static CreateOrUpdateSubjects ( ) : Subject>.Dictionary
리턴 Subject>.Dictionary

On_BeingHammered() 공개 정적인 메소드

public static On_BeingHammered ( HitInfo info, BasePlayer ownerPlayer ) : void
info HitInfo
ownerPlayer BasePlayer
리턴 void

On_BuildingPartDemolished() 공개 정적인 메소드

public static On_BuildingPartDemolished ( BuildingBlock bb, BaseEntity msg ) : void
bb BuildingBlock
msg BaseEntity
리턴 void

On_BuildingPartGradeChange() 공개 정적인 메소드

public static On_BuildingPartGradeChange ( BuildingBlock bb, BaseEntity msg ) : void
bb BuildingBlock
msg BaseEntity
리턴 void

On_ClientAuth() 공개 정적인 메소드

public static On_ClientAuth ( ConnectionAuth ca, Network.Connection connection ) : void
ca ConnectionAuth
connection Network.Connection
리턴 void

On_ClientConsole() 공개 정적인 메소드

public static On_ClientConsole ( ConsoleSystem arg, String rconCmd ) : void
arg ConsoleSystem
rconCmd String
리턴 void

On_CombatEntityHurt() 공개 정적인 메소드

public static On_CombatEntityHurt ( BaseCombatEntity combatEnt, HitInfo info, bool useProtection = true ) : void
combatEnt BaseCombatEntity
info HitInfo
useProtection bool
리턴 void

On_Command() 공개 정적인 메소드

public static On_Command ( ConsoleSystem arg ) : void
arg ConsoleSystem
리턴 void

On_ConsumeFuel() 공개 정적인 메소드

public static On_ConsumeFuel ( BaseOven bo, System.Item fuel, ItemModBurnable burn ) : void
bo BaseOven
fuel System.Item
burn ItemModBurnable
리턴 void

On_DoorCode() 공개 정적인 메소드

public static On_DoorCode ( CodeLock doorLock, BaseEntity rpc ) : void
doorLock CodeLock
rpc BaseEntity
리턴 void

On_DoorUse() 공개 정적인 메소드

public static On_DoorUse ( Door door, BaseEntity rpc, bool open ) : void
door Door
rpc BaseEntity
open bool
리턴 void

On_EventTriggered() 공개 정적인 메소드

public static On_EventTriggered ( TriggeredEventPrefab tep ) : void
tep TriggeredEventPrefab
리턴 void

On_ItemAdded() 공개 정적인 메소드

public static On_ItemAdded ( ItemContainer ic, System.Item i ) : void
ic ItemContainer
i System.Item
리턴 void

On_ItemLoseCondition() 공개 정적인 메소드

public static On_ItemLoseCondition ( System.Item i, float f ) : void
i System.Item
f float
리턴 void

On_ItemPickup() 공개 정적인 메소드

public static On_ItemPickup ( CollectibleEntity ce, BaseEntity msg, System.Item i ) : void
ce CollectibleEntity
msg BaseEntity
i System.Item
리턴 void

On_ItemRemoved() 공개 정적인 메소드

public static On_ItemRemoved ( ItemContainer ic, System.Item i ) : void
ic ItemContainer
i System.Item
리턴 void

On_ItemRepaired() 공개 정적인 메소드

public static On_ItemRepaired ( RepairBench rb, BaseEntity msg ) : void
rb RepairBench
msg BaseEntity
리턴 void

On_ItemUsed() 공개 정적인 메소드

public static On_ItemUsed ( System.Item item, int amountToConsume ) : void
item System.Item
amountToConsume int
리턴 void

On_LandmineArmed() 공개 정적인 메소드

public static On_LandmineArmed ( Landmine l ) : void
l Landmine
리턴 void

On_LandmineExploded() 공개 정적인 메소드

public static On_LandmineExploded ( Landmine l ) : void
l Landmine
리턴 void

On_LandmineTriggered() 공개 정적인 메소드

public static On_LandmineTriggered ( Landmine landmine, BasePlayer basePlayer ) : void
landmine Landmine
basePlayer BasePlayer
리턴 void

On_LootingEntity() 공개 정적인 메소드

public static On_LootingEntity ( PlayerLoot playerLoot ) : void
playerLoot PlayerLoot
리턴 void

On_LootingItem() 공개 정적인 메소드

public static On_LootingItem ( PlayerLoot playerLoot ) : void
playerLoot PlayerLoot
리턴 void

On_LootingPlayer() 공개 정적인 메소드

public static On_LootingPlayer ( PlayerLoot playerLoot ) : void
playerLoot PlayerLoot
리턴 void

On_NPCKilled() 공개 정적인 메소드

public static On_NPCKilled ( BaseNPC bnpc, HitInfo info ) : void
bnpc BaseNPC
info HitInfo
리턴 void

On_NetworkableKill() 공개 정적인 메소드

public static On_NetworkableKill ( BaseNetworkable bn ) : void
bn BaseNetworkable
리턴 void

On_Placement() 공개 정적인 메소드

public static On_Placement ( Construction construction, Construction target, bool bNeedsValidPlacement ) : BaseEntity
construction Construction
target Construction
bNeedsValidPlacement bool
리턴 BaseEntity

On_PlayerAssisted() 공개 정적인 메소드

public static On_PlayerAssisted ( BasePlayer bp ) : void
bp BasePlayer
리턴 void

On_PlayerClothingChanged() 공개 정적인 메소드

public static On_PlayerClothingChanged ( PlayerInventory pi, System.Item i ) : void
pi PlayerInventory
i System.Item
리턴 void

On_PlayerConnected() 공개 정적인 메소드

public static On_PlayerConnected ( BasePlayer player ) : void
player BasePlayer
리턴 void

On_PlayerDied() 공개 정적인 메소드

public static On_PlayerDied ( BasePlayer player, HitInfo info ) : void
player BasePlayer
info HitInfo
리턴 void

On_PlayerDisconnected() 공개 정적인 메소드

public static On_PlayerDisconnected ( BasePlayer player ) : void
player BasePlayer
리턴 void

On_PlayerGathering() 공개 정적인 메소드

public static On_PlayerGathering ( ResourceDispenser dispenser, BaseEntity to, ItemAmount itemAmt, float gatherDamage, float destroyFraction ) : void
dispenser ResourceDispenser
to BaseEntity
itemAmt ItemAmount
gatherDamage float
destroyFraction float
리턴 void

On_PlayerHealthChange() 공개 정적인 메소드

public static On_PlayerHealthChange ( BasePlayer p, float f, float f2 ) : void
p BasePlayer
f float
f2 float
리턴 void

On_PlayerLoaded() 공개 정적인 메소드

public static On_PlayerLoaded ( BasePlayer bp ) : void
bp BasePlayer
리턴 void

On_PlayerSleep() 공개 정적인 메소드

public static On_PlayerSleep ( BasePlayer bp ) : void
bp BasePlayer
리턴 void

On_PlayerStartCrafting() 공개 정적인 메소드

public static On_PlayerStartCrafting ( ItemCrafter self, ItemBlueprint bp, BasePlayer owner, ProtoBuf instanceData = null, int amount = 1, int skinID ) : bool
self ItemCrafter
bp ItemBlueprint
owner BasePlayer
instanceData ProtoBuf
amount int
skinID int
리턴 bool

On_PlayerSyringeOther() 공개 정적인 메소드

public static On_PlayerSyringeOther ( SyringeWeapon sw, BaseEntity msg ) : void
sw SyringeWeapon
msg BaseEntity
리턴 void

On_PlayerSyringeSelf() 공개 정적인 메소드

public static On_PlayerSyringeSelf ( SyringeWeapon sw, BaseEntity msg ) : void
sw SyringeWeapon
msg BaseEntity
리턴 void

On_PlayerTakeRadiation() 공개 정적인 메소드

public static On_PlayerTakeRadiation ( BasePlayer player, float radAmount ) : void
player BasePlayer
radAmount float
리턴 void

On_PlayerWakeUp() 공개 정적인 메소드

public static On_PlayerWakeUp ( BasePlayer bp ) : void
bp BasePlayer
리턴 void

On_PlayerWounded() 공개 정적인 메소드

public static On_PlayerWounded ( BasePlayer bp ) : void
bp BasePlayer
리턴 void

On_QuarryMining() 공개 정적인 메소드

public static On_QuarryMining ( MiningQuarry miningQuarry ) : void
miningQuarry MiningQuarry
리턴 void

On_Respawn() 공개 정적인 메소드

public static On_Respawn ( BasePlayer player, Vector3 pos, Quaternion quat ) : void
player BasePlayer
pos Vector3
quat Quaternion
리턴 void

On_RocketShooting() 공개 정적인 메소드

public static On_RocketShooting ( BaseLauncher baseLauncher, BaseEntity msg, BaseEntity baseEntity ) : void
baseLauncher BaseLauncher
msg BaseEntity
baseEntity BaseEntity
리턴 void

On_ServerConsole() 공개 정적인 메소드

public static On_ServerConsole ( ConsoleSystem arg, string cmd ) : void
arg ConsoleSystem
cmd string
리턴 void

On_ServerInit() 공개 정적인 메소드

public static On_ServerInit ( ) : void
리턴 void

On_ServerSaved() 공개 정적인 메소드

public static On_ServerSaved ( ) : void
리턴 void

On_ServerShutdown() 공개 정적인 메소드

public static On_ServerShutdown ( ) : void
리턴 void

On_Shooting() 공개 정적인 메소드

public static On_Shooting ( BaseProjectile baseProjectile, BaseEntity msg ) : void
baseProjectile BaseProjectile
msg BaseEntity
리턴 void

On_WeaponThrow() 공개 정적인 메소드

public static On_WeaponThrow ( ThrownWeapon thrownWeapon, BaseEntity msg ) : void
thrownWeapon ThrownWeapon
msg BaseEntity
리턴 void

SetModded() 공개 정적인 메소드

public static SetModded ( ) : void
리턴 void

Subscribe() 공개 정적인 메소드

public static Subscribe ( string hookname, Action callback ) : Hook
hookname string
callback Action
리턴 Hook

Subscribe() 공개 정적인 메소드

public static Subscribe ( string hookname, BasePlugin plugin ) : Hook
hookname string
plugin BasePlugin
리턴 Hook