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);
}