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OnCorpsePopulate

Usage

  • Return a non-null value to override default behavior

Example Autogenerated

csharp
private void OnCorpsePopulate( NPCPlayer instance, NPCPlayerCorpse nPCPlayerCorpse )
{
    Puts( "OnCorpsePopulate works!" );
}
csharp
private void OnCorpsePopulate( BaseEntity Owner, LootableCorpse lootableCorpse )
{
    Puts( "OnCorpsePopulate works!" );
}
csharp
private void OnCorpsePopulate(  )
{
    Puts( "OnCorpsePopulate works!" );
}

Location

  • NPCPlayer::CreateCorpse(BasePlayer/PlayerFlags flagsOnDeath, UnityEngine.Vector3 posOnDeath, UnityEngine.Quaternion rotOnDeath, System.Collections.Generic.List`1<TriggerBase> triggersOnDeath, bool forceServerSide)
  • Rust.Ai.Gen2.State_Dead::StartRagdoll()
  • Rust.Ai.Gen2.State_Dead::StartRagdoll()
csharp
//---
				if (!this.KeepCorpseClothingIntact || i != 1)
				{
					itemContainer.Clear();
				}
			}
			object returnvar = Interface.CallHook("OnCorpsePopulate", this, nPCPlayerCorpse);
			if (returnvar is BaseCorpse)
			{
				return (BaseCorpse)returnvar;
			}
			this.ApplyLoot(nPCPlayerCorpse);
//---
csharp
//---
		{
			lootableCorpse.playerName = this.Owner.GetType().Name;
		}
		lootableCorpse.Spawn();
		baseCorpse.TakeChildren(this.Owner);
		if (Interface.CallHook("OnCorpsePopulate", this.Owner, lootableCorpse) != null)
		{
			return;
		}
		if (this.LootSpawnSlots.Length != 0)
		{
//---
csharp
//---
		{
			lootableCorpse.playerName = this.Owner.GetType().Name;
		}
		lootableCorpse.Spawn();
		baseCorpse.TakeChildren(this.Owner);
		if (Interface.CallHook("OnCorpsePopulate", this.Owner, lootableCorpse) == null && this.LootSpawnSlots.Length != 0)
		{
			LootContainer.LootSpawnSlot[] lootSpawnSlots = this.LootSpawnSlots;
			for (int i = 0; i < lootSpawnSlots.Length; i++)
			{
				LootContainer.LootSpawnSlot lootSpawnSlot = lootSpawnSlots[i];
//---

Released under the MIT License.