OnPoweredLightsPointAdd
Usage
- Return a non-null value to override default behavior
Example Autogenerated
csharp
private object OnPoweredLightsPointAdd( StringLights instance, BasePlayer player, UnityEngine.Vector3 vector, UnityEngine.Vector3 vector2 )
{
Puts( "OnPoweredLightsPointAdd works!" );
return null;
}Location
- StringLights::SERVER_AddPoint(BaseEntity.RPCMessage msg)
csharp
//---
{
return;
}
num = Mathf.Clamp(num, 0f, 2f);
Item item = GetItem();
if (item != null && item.amount >= 1 && CanPlayerUse(player) && !(Vector3.Distance(vector, player.eyes.position) > maxPlaceDistance) && CheckValidPlacement(vector, 0.1f, 1218510849) && Interface.CallHook("OnPoweredLightsPointAdd", this, player, vector, vector2) == null)
{
int num2 = 1;
float num3 = 0f;
Vector3 vector3 = ((points.Count > 0) ? base.transform.TransformPoint(points[points.Count - 1].point) : wireOrigin.position);
num3 = Vector3.Distance(vector, vector3);
//---