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