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; }