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ClientDisconnectedEvent

Passed to IDeadworksPlugin.OnClientDisconnecting and IDeadworksPlugin.OnClientDisconnect.

public sealed class ClientDisconnectedEvent

Namespace: DeadworksManaged.Api
Source: Events/ClientDisconnectedEvent.cs#L6

Properties​

ClientDisconnectedEvent.Slot​

The player's slot.

Signature

public required int Slot { get; init; }

Source: Events/ClientDisconnectedEvent.cs#L8

ClientDisconnectedEvent.Reason​

Why they left, e.g. ENetworkDisconnectionReason.NetworkDisconnectKicked.

Signature

public required ENetworkDisconnectionReason Reason { get; init; }

Source: Events/ClientDisconnectedEvent.cs#L11

ClientDisconnectedEvent.IsMapChange​

True when the player isn't leaving: the map is changing, and every player gets this as the old map shuts down, then reconnects to the new one (see ClientConnectEvent.IsMapChangeReconnect). Anything done to them now is lost with the old map anyway.

Signature

public bool IsMapChange { get; }

Source: Events/ClientDisconnectedEvent.cs#L18

ClientDisconnectedEvent.Controller​

The player's controller, or null if it's already gone.

Signature

public unsafe CCitadelPlayerController? Controller { get; }

Source: Events/ClientDisconnectedEvent.cs#L22