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];
//---