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OnLootEntityEnd

Usage

  • No return behavior

Example Autogenerated

csharp
private void OnLootEntityEnd( BasePlayer player, ContainerIOEntity instance )
{
    Puts( "OnLootEntityEnd works!" );
}
csharp
private void OnLootEntityEnd( BasePlayer player, DroppedItemContainer instance )
{
    Puts( "OnLootEntityEnd works!" );
}
csharp
private void OnLootEntityEnd( BasePlayer player, ItemBasedFlowRestrictor instance )
{
    Puts( "OnLootEntityEnd works!" );
}
csharp
private void OnLootEntityEnd( BasePlayer player, LootableCorpse instance )
{
    Puts( "OnLootEntityEnd works!" );
}
csharp
private void OnLootEntityEnd( BasePlayer player, StorageContainer instance )
{
    Puts( "OnLootEntityEnd works!" );
}

Location

  • ContainerIOEntity::PlayerStoppedLooting(BasePlayer player)
  • DroppedItemContainer::PlayerStoppedLooting(BasePlayer player)
  • ItemBasedFlowRestrictor::PlayerStoppedLooting(BasePlayer player)
  • LootableCorpse::PlayerStoppedLooting(BasePlayer player)
  • StorageContainer::PlayerStoppedLooting(BasePlayer player)
csharp
public virtual void PlayerStoppedLooting(BasePlayer player)
{
	Interface.CallHook("OnLootEntityEnd", player, this);
	base.SetFlag(BaseEntity.Flags.Open, false, false, true);
	base.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
}
csharp
public void PlayerStoppedLooting(BasePlayer player)
{
	Interface.CallHook("OnLootEntityEnd", player, this);
	if (this.inventory == null || this.inventory.itemList == null || this.inventory.itemList.Count == 0)
	{
		base.Kill(BaseNetworkable.DestroyMode.None);
	}
	else
//---
csharp
public void PlayerStoppedLooting(BasePlayer player)
{
	Interface.CallHook("OnLootEntityEnd", player, this);
}
csharp
public void PlayerStoppedLooting(BasePlayer player)
{
	Interface.CallHook("OnLootEntityEnd", player, this);
	base.ResetRemovalTime();
	base.SetFlag(BaseEntity.Flags.Open, false, false, true);
	base.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
}
csharp
public virtual void PlayerStoppedLooting(BasePlayer player)
{
	Interface.CallHook("OnLootEntityEnd", player, this);
	base.SetFlag(BaseEntity.Flags.Open, false, false, true);
	base.SendNetworkUpdate(BasePlayer.NetworkQueue.Update);
}

Released under the MIT License.