OnPlayerRespawn
Usage
- Return TYPE to prevent default behavior
Example Autogenerated
csharp
private void OnPlayerRespawn( BasePlayer instance, SpawnPoint spawnPoint )
{
Puts( "OnPlayerRespawn works!" );
}
csharp
private void OnPlayerRespawn( BasePlayer player, SleepingBag sleepingBag2 )
{
Puts( "OnPlayerRespawn works!" );
}
Location
- BasePlayer::Respawn()
- SleepingBag::SpawnPlayer(BasePlayer player, NetworkableId sleepingBag)
csharp
//---
BasePlayer.SpawnPoint spawnPoint = ServerMgr.FindSpawnPoint(this);
if (ConVar.Server.respawnAtDeathPosition && this.ServerCurrentDeathNote != null)
{
spawnPoint.pos = this.ServerCurrentDeathNote.worldPosition;
}
object returnvar = Interface.CallHook("OnPlayerRespawn", this, spawnPoint);
if (returnvar is BasePlayer.SpawnPoint)
{
spawnPoint = (BasePlayer.SpawnPoint)returnvar;
}
this.RespawnAt(spawnPoint.pos, spawnPoint.rot, null);
//---
csharp
//---
SleepingBag sleepingBag2 = array.FirstOrDefault((SleepingBag x) => x.ValidForPlayer(player.userID, false) && x.net.ID == sleepingBag && x.unlockTime < Time.realtimeSinceStartup);
if (sleepingBag2 == null)
{
return false;
}
object returnvar = Interface.CallHook("OnPlayerRespawn", player2, sleepingBag2);
if (returnvar is SleepingBag)
{
sleepingBag2 = (SleepingBag)returnvar;
}
if (sleepingBag2.GetRespawnState(player.userID) != RespawnInformation.SpawnOptions.RespawnState.OK)
//---