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ClientConnectEvent

Fired when a client is connecting to the server. Passed to IDeadworksPlugin.OnClientConnect.

public sealed class ClientConnectEvent

Namespace: DeadworksManaged.Api
Source: Events/ClientConnectEvent.cs#L4

Properties​

ClientConnectEvent.Slot​

Signature

public required int Slot { get; init; }

Source: Events/ClientConnectEvent.cs#L5

ClientConnectEvent.Name​

Signature

public required string Name { get; init; }

Source: Events/ClientConnectEvent.cs#L6

ClientConnectEvent.SteamId​

Signature

public required ulong SteamId { get; init; }

Source: Events/ClientConnectEvent.cs#L7

ClientConnectEvent.IpAddress​

Signature

public required string IpAddress { get; init; }

Source: Events/ClientConnectEvent.cs#L8

ClientConnectEvent.IsMapChangeReconnect​

True for a player who was already in the game and is reloading after a map change, rather than joining. A map change doesn't disconnect anyone, but everyone goes through the connect events again on the new map; this tells them apart from new arrivals. ClientPutInServerEvent and ClientFullConnectEvent carry the same value for the same connection. Always false for bots, which a map change removes.

Signature

public bool IsMapChangeReconnect { get; init; }

Source: Events/ClientConnectEvent.cs#L16