ClientFullConnectEvent
Fired when a client has fully connected and is in-game. Passed to IDeadworksPlugin.OnClientFullConnect.
public sealed class ClientFullConnectEvent
Namespace: DeadworksManaged.Api
Source: Events/ClientFullConnectEvent.cs#L4
Properties
ClientFullConnectEvent.Slot
Signature
public required int Slot { get; init; }
Source: Events/ClientFullConnectEvent.cs#L5
ClientFullConnectEvent.IsMapChangeReconnect
True for a player reloading after a map change, rather than joining. See ClientConnectEvent.IsMapChangeReconnect.
Signature
public bool IsMapChangeReconnect { get; init; }
Source: Events/ClientFullConnectEvent.cs#L11
ClientFullConnectEvent.Controller
Signature
public unsafe CCitadelPlayerController? Controller { get; }