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