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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; }

Source: Events/ClientFullConnectEvent.cs#L14