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ClientPutInServerEvent

Fired when a client is put into the server (initial connection). Passed to IDeadworksPlugin.OnClientPutInServer.

public sealed class ClientPutInServerEvent

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

Properties​

ClientPutInServerEvent.Slot​

Signature

public required int Slot { get; init; }

Source: Events/ClientPutInServerEvent.cs#L5

ClientPutInServerEvent.Name​

Signature

public required string Name { get; init; }

Source: Events/ClientPutInServerEvent.cs#L6

ClientPutInServerEvent.Xuid​

Signature

public required ulong Xuid { get; init; }

Source: Events/ClientPutInServerEvent.cs#L7

ClientPutInServerEvent.IsBot​

Signature

public required bool IsBot { get; init; }

Source: Events/ClientPutInServerEvent.cs#L8

ClientPutInServerEvent.IsMapChangeReconnect​

True for a player reloading after a map change, rather than joining. See ClientConnectEvent.IsMapChangeReconnect.

Signature

public bool IsMapChangeReconnect { get; init; }

Source: Events/ClientPutInServerEvent.cs#L14

ClientPutInServerEvent.Controller​

Signature

public unsafe CCitadelPlayerController? Controller { get; }

Source: Events/ClientPutInServerEvent.cs#L17