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CheckTransmitEvent

Fired per-player during CheckTransmit. Use Hide to prevent entities from being networked to this player for the current tick.

public sealed class CheckTransmitEvent

Namespace: DeadworksManaged.Api
Source: Events/CheckTransmitEvent.cs#L7

Properties​

CheckTransmitEvent.PlayerSlot​

The player slot this transmit list belongs to.

Signature

public int PlayerSlot { get; }

Source: Events/CheckTransmitEvent.cs#L16

CheckTransmitEvent.Player​

The player controller for this slot, or null if unavailable.

Signature

public CCitadelPlayerController? Player { get; }

Source: Events/CheckTransmitEvent.cs#L19

Methods​

CheckTransmitEvent.Hide()​

Prevents an entity from being networked to this player for the current tick. Must be called every tick the entity should remain hidden.

Signature

public void Hide(CBaseEntity entity)

Source: Events/CheckTransmitEvent.cs#L30

CheckTransmitEvent.IsTransmitting()​

Checks whether an entity is currently set to be transmitted to this player.

Signature

public bool IsTransmitting(CBaseEntity entity)

Source: Events/CheckTransmitEvent.cs#L38