From 86d759f9397ae52ec5dcad65d8908c1bf9b7075c Mon Sep 17 00:00:00 2001 From: Tim Potze Date: Wed, 20 May 2026 00:02:00 +0200 Subject: [PATCH] Fixes and structural improvements --- docs/core-concepts/events.md | 118 +------------------ docs/features/objects.md | 2 +- docs/features/toc.yml | 3 +- docs/features/vehicles.md | 40 +++---- docs/reference/built-in-events.md | 186 ++++++++++++++++++++++++++++++ docs/reference/toc.yml | 1 + 6 files changed, 210 insertions(+), 140 deletions(-) create mode 100644 docs/reference/built-in-events.md diff --git a/docs/core-concepts/events.md b/docs/core-concepts/events.md index f02c7e9..48064d3 100644 --- a/docs/core-concepts/events.md +++ b/docs/core-concepts/events.md @@ -61,123 +61,7 @@ public void OnPlayerText(Player player, string message, IWorldService worldServi ## Built-in Game Events -SampSharp provides many built-in events for common game world interactions. Here's a comprehensive reference organized by category. Events that return a value are noted with their return type. - -### Server & Initialization -- `OnGameModeInit()` : void — Called when the server starts. -- `OnGameModeExit()` : void — Called when the server exits/shuts down. - -### Player Connection -- `OnIncomingConnection(Player, string ipAddress, int port)` : void — Called before a player connects (can reject connection). -- `OnPlayerConnect(Player)` : void — Called when a player connects. -- `OnPlayerDisconnect(Player, DisconnectReason reason)` : void — Called when a player disconnects. -- `OnPlayerClientInit(Player)` : void — Called after a player's client has fully initialized. - -### Player Classes & Spawning -- `OnPlayerRequestClass(Player, Class)` : void — Called when a player selects a class at class selection. -- `OnPlayerRequestSpawn(Player)` : bool (default: `true`) — Called when a player attempts to spawn (return false to reject). -- `OnPlayerSpawn(Player)` : void — Called when a player spawns. - -### Player Movement & Updates -- `OnPlayerStreamIn(Player, Player forPlayer)` : void — Called when a player streams in for another player. -- `OnPlayerStreamOut(Player, Player forPlayer)` : void — Called when a player streams out for another player. -- `OnPlayerUpdate(Player, DateTime)` : bool (default: `true`) — Called every player update (return false to reject). - -### Player Text & Commands -- `OnPlayerText(Player, string message)` : bool (default: `true`) — Called when a player sends chat (return false to suppress message). -- `OnPlayerCommandText(Player, string text)` : bool (default: `false`) — Called for unhandled chat starting with `/` (return true to handle). - -### Player Interactions -- `OnPlayerClickMap(Player, Vector3 position)` : void — Called when a player clicks the map. -- `OnPlayerClickPlayer(Player, Player clicked, ClickSource source)` : void — Called when a player clicks another player. - -### Checkpoints -- `OnPlayerEnterCheckpoint(Player)` : void — Called when a player enters a checkpoint. -- `OnPlayerLeaveCheckpoint(Player)` : void — Called when a player leaves a checkpoint. -- `OnPlayerEnterRaceCheckpoint(Player)` : void — Called when a player enters a race checkpoint. -- `OnPlayerLeaveRaceCheckpoint(Player)` : void — Called when a player leaves a race checkpoint. - -### Dialogs -- `OnDialogResponse(Player, int dialogId, DialogResponse response, int listItem, string inputText)` : void — Called when a player responds to a dialog. - -### Health & Damage -- `OnPlayerDeath(Player, Player killer, Weapon reason)` : void — Called when a player dies. -- `OnPlayerTakeDamage(Player, Player from, float amount, Weapon weapon, BodyPart part)` : void — Called when a player takes damage. -- `OnPlayerGiveDamage(Player, Player to, float amount, Weapon weapon, BodyPart part)` : void — Called when a player deals damage. - -### Vehicles -- `OnVehicleStreamIn(Vehicle, Player forPlayer)` : void — Called when a vehicle streams in. -- `OnVehicleStreamOut(Vehicle, Player forPlayer)` : void — Called when a vehicle streams out. -- `OnVehicleSpawn(Vehicle)` : void — Called when a vehicle spawns. -- `OnVehicleDeath(Vehicle)` : void — Called when a vehicle is destroyed. -- `OnVehicleDamageStatusUpdate(Vehicle)` : void — Called when vehicle damage updates. -- `OnPlayerEnterVehicle(Player, Vehicle, bool asPassenger)` : void — Called when a player enters a vehicle. -- `OnPlayerExitVehicle(Player, Vehicle)` : void — Called when a player exits a vehicle. -- `OnUnoccupiedVehicleUpdate(Vehicle)` : bool (default: `true`) — Called for unoccupied vehicle updates (return false to reject). -- `OnTrailerUpdate(Vehicle trailer)` : bool (default: `true`) — Called for trailer updates (return false to reject). -- `OnVehicleSirenStateChange(Vehicle)` : bool (default: `true`) — Called when vehicle siren state changes (return false to reject). -- `OnVehiclePaintJob(Player, Vehicle, int paintJob)` : bool (default: `true`) — Called when a player modifies paintjob (return false to reject). -- `OnVehicleMod(Player, Vehicle, int componentId)` : bool (default: `true`) — Called when a player adds a mod (return false to reject). -- `OnVehicleRespray(Player, Vehicle, int color1, int color2)` : bool (default: `true`) — Called when a player resprays (return false to reject). -- `OnEnterExitModShop(Player, bool enter, ModShop modShop)` : void — Called when entering/exiting mod shop. - -### Objects -- `OnObjectMoved(Object)` : void — Called when an object finishes moving. -- `OnPlayerObjectMoved(Player, PlayerObject)` : void — Called when a player object finishes moving. -- `OnObjectSelected(Player, Object, int model, Vector3 position)` : void — Called when a player selects an object. -- `OnPlayerObjectSelected(Player, PlayerObject, int model, Vector3 position)` : void — Called when a player selects their object. -- `OnObjectEdited(Player, Object, int response, Vector3 offset, Vector3 rotation)` : void — Called when an object is edited. -- `OnPlayerObjectEdited(Player, PlayerObject, int response, Vector3 offset, Vector3 rotation)` : void — Called when a player object is edited. -- `OnPlayerAttachedObjectEdited(Player, int index, bool saved, AttachedObjectEditData data)` : void — Called when attached object is edited. - -### Text Draws -- `OnPlayerClickTextDraw(Player, TextDraw)` : void — Called when a player clicks a text draw. -- `OnPlayerClickPlayerTextDraw(Player, PlayerTextDraw)` : void — Called when a player clicks their text draw. -- `OnPlayerCancelTextDrawSelection(Player)` : bool (default: `true`) — Called when canceling text draw selection (return false to reject). -- `OnPlayerCancelPlayerTextDrawSelection(Player)` : bool (default: `true`) — Called when canceling player text draw selection (return false to reject). - -### Menus -- `OnPlayerSelectedMenuRow(Player, Menu, int row)` : void — Called when a player selects a menu row. -- `OnPlayerExitedMenu(Player)` : void — Called when a player closes a menu. - -### Actors -- `OnActorStreamIn(Actor, Player forPlayer)` : void — Called when an actor streams in. -- `OnActorStreamOut(Actor, Player forPlayer)` : void — Called when an actor streams out. -- `OnPlayerGiveDamageActor(Player, Actor, float amount, Weapon weapon, BodyPart part)` : void — Called when a player damages an actor. - -### NPCs -- `OnNPCCreate(NPC)` : void — Called when an NPC is created. -- `OnNPCDestroy(NPC)` : void — Called when an NPC is destroyed. -- `OnNPCSpawn(NPC)` : void — Called when an NPC spawns. -- `OnNPCRespawn(NPC)` : void — Called when an NPC respawns. -- `OnNPCFinishMove(NPC)` : void — Called when an NPC finishes moving. -- `OnNPCDeath(NPC, Player killer, Weapon reason)` : void — Called when an NPC dies. -- `OnNPCWeaponStateChange(NPC, Weapon oldWeapon, Weapon newWeapon)` : void — Called when NPC weapon changes. -- `OnNPCPlaybackStart(NPC, Playback playback)` : void — Called when NPC playback starts. -- `OnNPCPlaybackEnd(NPC, Playback playback)` : void — Called when NPC playback ends. -- `OnNPCFinishNodePoint(NPC, int nodePoint)` : void — Called when NPC reaches a node point. -- `OnNPCFinishNode(NPC, int node)` : void — Called when NPC finishes a node. -- `OnNPCFinishMovePathPoint(NPC, int pathPoint)` : void — Called when NPC reaches a move path point. -- `OnNPCFinishMovePath(NPC, MovePath path)` : void — Called when NPC finishes a move path. -- `OnNPCTakeDamage(NPC, Player from, float amount, Weapon weapon, BodyPart part)` : bool (default: `true`) — Called when NPC takes damage (return false to reject). -- `OnNPCGiveDamage(NPC, Player to, float amount, Weapon weapon, BodyPart part)` : bool (default: `true`) — Called when NPC deals damage (return false to reject). -- `OnNPCShotMissed(NPC, Weapon weapon, Vector3 position)` : bool (default: `true`) — Called when NPC misses a shot (return false to reject). -- `OnNPCShotPlayer(NPC, Player target, Weapon weapon, BodyPart part)` : bool (default: `true`) — Called when NPC shoots a player (return false to reject). - -### Weapon & Shooting -- `OnPlayerShotMissed(Player, Weapon weapon, BulletData bulletData)` : bool (default: `true`) — Called when a player misses a shot (return false to reject). -- `OnPlayerShotPlayer(Player, Player target, Weapon weapon, BulletData bulletData)` : bool (default: `true`) — Called when a player shoots another player (return false to reject). -- `OnPlayerShotVehicle(Player, Vehicle target, Weapon weapon, BulletData bulletData)` : bool (default: `true`) — Called when a player shoots a vehicle (return false to reject). -- `OnPlayerShotObject(Player, Object target, Weapon weapon, BulletData bulletData)` : bool (default: `true`) — Called when a player shoots an object (return false to reject). -- `OnPlayerShotPlayerObject(Player, PlayerObject target, Weapon weapon, BulletData bulletData)` : bool (default: `true`) — Called when a player shoots a player object (return false to reject). - -### Custom Models & Downloads -- `OnPlayerRequestDownload(Player, CustomModelType type, int modelId)` : bool (default: `true`) — Called when a player downloads a custom model (return false to reject). -- `OnPlayerFinishedDownloading(Player)` : void — Called when a player finishes downloading custom models. - -### Console & Admin -- `OnRconLoginAttempt(Player, string password, bool success)` : void — Called when attempting RCON login. -- `OnConsoleCommandListRequest(ConsoleCommandCollection commands)` : void — Called when console command list is requested. +SampSharp dispatches a wide range of built-in events covering player connections, spawning, vehicles, objects, text draws, NPCs, weapons, and more. For the full categorized list with signatures and return types, see . ## Event Return Values diff --git a/docs/features/objects.md b/docs/features/objects.md index 58b4341..c5a09b4 100644 --- a/docs/features/objects.md +++ b/docs/features/objects.md @@ -59,7 +59,7 @@ public void OnObjectMoved(GlobalObject obj) } ``` -See for a full list of available object events. +See for a full list of available object events. ## Manipulating Objects diff --git a/docs/features/toc.yml b/docs/features/toc.yml index 2cb394d..b4f6c7b 100644 --- a/docs/features/toc.yml +++ b/docs/features/toc.yml @@ -1,6 +1,7 @@ items: -- href: commands.md +- href: command-system.md - href: dialog-menus.md +- href: objects.md - href: players.md - href: timers.md - href: vehicles.md diff --git a/docs/features/vehicles.md b/docs/features/vehicles.md index 4b04395..cb66f4a 100644 --- a/docs/features/vehicles.md +++ b/docs/features/vehicles.md @@ -35,27 +35,27 @@ You can respond to vehicle-related events such as when a vehicle spawns, a playe ```csharp public class VehicleEventSystem : ISystem { - [EventHandler] - public void OnVehicleSpawn(Vehicle vehicle) - { - Console.WriteLine($"Vehicle spawned: {vehicle.Model}"); - } - - [EventHandler] - public void OnPlayerEnterVehicle(Player player, Vehicle vehicle, bool isPassenger) - { - Console.WriteLine($"{player} entered vehicle {vehicle.Model}"); - } - - [EventHandler] - public void OnPlayerExitVehicle(Player player, Vehicle vehicle) - { - Console.WriteLine($"{player} exited vehicle {vehicle.Model}"); - } + [Event] + public void OnVehicleSpawn(Vehicle vehicle) + { + Console.WriteLine($"Vehicle spawned: {vehicle.Model}"); + } + + [Event] + public void OnPlayerEnterVehicle(Player player, Vehicle vehicle, bool isPassenger) + { + Console.WriteLine($"{player} entered vehicle {vehicle.Model}"); + } + + [Event] + public void OnPlayerExitVehicle(Player player, Vehicle vehicle) + { + Console.WriteLine($"{player} exited vehicle {vehicle.Model}"); + } } ``` -For a full list of available vehicle events, see . +For a full list of available vehicle events, see . ## Manipulating Vehicles @@ -77,10 +77,8 @@ vehicle.Engine = true; // Check if the vehicle has a trailer if (vehicle.HasTrailer) { - Console.WriteLine("This vehicle has a trailer attached."); + Console.WriteLine("This vehicle has a trailer attached."); } ``` See for all available properties and methods. - - diff --git a/docs/reference/built-in-events.md b/docs/reference/built-in-events.md new file mode 100644 index 0000000..94d942f --- /dev/null +++ b/docs/reference/built-in-events.md @@ -0,0 +1,186 @@ +--- +title: Built-in Events Reference +uid: built-in-events +--- + +# Built-in Events Reference + +This page lists every event SampSharp dispatches from open.mp, organized by category. For an explanation of how to handle events, return value semantics, multiple handlers, custom events, and middleware, see . + +## How to read the tables + +- **Signature** — the parameter list your handler can accept. Parameters may be reordered or omitted in your handler; any extra parameter you declare is resolved as a dependency-injected service. See for parameter resolution rules. +- **Returns** — the return type. `bool` events show the *default* in parentheses (e.g. `bool` *(true)*). Returning the default value is equivalent to declaring `void`; returning the non-default value changes the engine's behavior. See for the full return-value semantics, including how multiple handlers compose. + +## Server & Initialization + +| Signature | Returns | Description | +|---|---|---| +| `OnGameModeInit()` | `void` | Server starts. | +| `OnGameModeExit()` | `void` | Server exits or shuts down. | + +## Player Connection + +| Signature | Returns | Description | +|---|---|---| +| `OnIncomingConnection(Player, string ipAddress, int port)` | `void` | Called before a player connects (can reject). | +| `OnPlayerConnect(Player)` | `void` | A player connected. | +| `OnPlayerDisconnect(Player, DisconnectReason reason)` | `void` | A player disconnected. | +| `OnPlayerClientInit(Player)` | `void` | The player's client finished initializing. | + +## Player Classes & Spawning + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerRequestClass(Player, Class)` | `void` | Player selected a class at class selection. | +| `OnPlayerRequestSpawn(Player)` | `bool` *(true)* | Player attempts to spawn. Return `false` to reject. | +| `OnPlayerSpawn(Player)` | `void` | Player spawned. | + +## Player Movement & Updates + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerStreamIn(Player, Player forPlayer)` | `void` | Player streamed in for another player. | +| `OnPlayerStreamOut(Player, Player forPlayer)` | `void` | Player streamed out for another player. | +| `OnPlayerUpdate(Player, DateTime)` | `bool` *(true)* | Per-player update tick. Return `false` to reject. | + +## Player Text & Commands + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerText(Player, string message)` | `bool` *(true)* | Player sent chat. Return `false` to suppress the message. | +| `OnPlayerCommandText(Player, string text)` | `bool` *(false)* | Unhandled chat starting with `/`. Return `true` if you handled it. | + +## Player Interactions + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerClickMap(Player, Vector3 position)` | `void` | Player clicked the map. | +| `OnPlayerClickPlayer(Player, Player clicked, ClickSource source)` | `void` | Player clicked another player. | + +## Checkpoints + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerEnterCheckpoint(Player)` | `void` | Player entered a checkpoint. | +| `OnPlayerLeaveCheckpoint(Player)` | `void` | Player left a checkpoint. | +| `OnPlayerEnterRaceCheckpoint(Player)` | `void` | Player entered a race checkpoint. | +| `OnPlayerLeaveRaceCheckpoint(Player)` | `void` | Player left a race checkpoint. | + +## Dialogs + +| Signature | Returns | Description | +|---|---|---| +| `OnDialogResponse(Player, int dialogId, DialogResponse response, int listItem, string inputText)` | `void` | Player responded to a dialog. | + +> [!TIP] +> When using , dialog responses are delivered through the service's callback or `ShowAsync` task — you do not need to handle `OnDialogResponse` directly. See . + +## Health & Damage + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerDeath(Player, Player killer, Weapon reason)` | `void` | Player died. | +| `OnPlayerTakeDamage(Player, Player from, float amount, Weapon weapon, BodyPart part)` | `void` | Player took damage. | +| `OnPlayerGiveDamage(Player, Player to, float amount, Weapon weapon, BodyPart part)` | `void` | Player dealt damage. | + +## Vehicles + +| Signature | Returns | Description | +|---|---|---| +| `OnVehicleStreamIn(Vehicle, Player forPlayer)` | `void` | Vehicle streamed in. | +| `OnVehicleStreamOut(Vehicle, Player forPlayer)` | `void` | Vehicle streamed out. | +| `OnVehicleSpawn(Vehicle)` | `void` | Vehicle spawned. | +| `OnVehicleDeath(Vehicle)` | `void` | Vehicle was destroyed. | +| `OnVehicleDamageStatusUpdate(Vehicle)` | `void` | Vehicle damage status updated. | +| `OnPlayerEnterVehicle(Player, Vehicle, bool isPassenger)` | `void` | Player entered a vehicle. | +| `OnPlayerExitVehicle(Player, Vehicle)` | `void` | Player exited a vehicle. | +| `OnUnoccupiedVehicleUpdate(Vehicle)` | `bool` *(true)* | Unoccupied vehicle update. Return `false` to reject. | +| `OnTrailerUpdate(Vehicle trailer)` | `bool` *(true)* | Trailer update. Return `false` to reject. | +| `OnVehicleSirenStateChange(Vehicle)` | `bool` *(true)* | Vehicle siren state changed. Return `false` to reject. | +| `OnVehiclePaintJob(Player, Vehicle, int paintJob)` | `bool` *(true)* | Player modified paint job. Return `false` to reject. | +| `OnVehicleMod(Player, Vehicle, int componentId)` | `bool` *(true)* | Player added a mod. Return `false` to reject. | +| `OnVehicleRespray(Player, Vehicle, int color1, int color2)` | `bool` *(true)* | Player resprayed a vehicle. Return `false` to reject. | +| `OnEnterExitModShop(Player, bool enter, ModShop modShop)` | `void` | Player entered or exited a mod shop. | + +## Objects + +| Signature | Returns | Description | +|---|---|---| +| `OnObjectMoved(GlobalObject)` | `void` | Object finished moving. | +| `OnPlayerObjectMoved(Player, PlayerObject)` | `void` | Player object finished moving. | +| `OnObjectSelected(Player, GlobalObject, int model, Vector3 position)` | `void` | Player selected an object. | +| `OnPlayerObjectSelected(Player, PlayerObject, int model, Vector3 position)` | `void` | Player selected one of their player objects. | +| `OnObjectEdited(Player, GlobalObject, int response, Vector3 offset, Vector3 rotation)` | `void` | Object was edited. | +| `OnPlayerObjectEdited(Player, PlayerObject, int response, Vector3 offset, Vector3 rotation)` | `void` | Player object was edited. | +| `OnPlayerAttachedObjectEdited(Player, int index, bool saved, AttachedObjectEditData data)` | `void` | Attached object was edited. | + +## Text Draws + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerClickTextDraw(Player, TextDraw)` | `void` | Player clicked a text draw. | +| `OnPlayerClickPlayerTextDraw(Player, PlayerTextDraw)` | `void` | Player clicked one of their player text draws. | +| `OnPlayerCancelTextDrawSelection(Player)` | `bool` *(true)* | Player cancelled text draw selection. Return `false` to reject. | +| `OnPlayerCancelPlayerTextDrawSelection(Player)` | `bool` *(true)* | Player cancelled player text draw selection. Return `false` to reject. | + +## Menus + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerSelectedMenuRow(Player, Menu, int row)` | `void` | Player selected a menu row. | +| `OnPlayerExitedMenu(Player)` | `void` | Player closed a menu. | + +## Actors + +| Signature | Returns | Description | +|---|---|---| +| `OnActorStreamIn(Actor, Player forPlayer)` | `void` | Actor streamed in. | +| `OnActorStreamOut(Actor, Player forPlayer)` | `void` | Actor streamed out. | +| `OnPlayerGiveDamageActor(Player, Actor, float amount, Weapon weapon, BodyPart part)` | `void` | Player damaged an actor. | + +## NPCs + +| Signature | Returns | Description | +|---|---|---| +| `OnNPCCreate(NPC)` | `void` | NPC was created. | +| `OnNPCDestroy(NPC)` | `void` | NPC was destroyed. | +| `OnNPCSpawn(NPC)` | `void` | NPC spawned. | +| `OnNPCRespawn(NPC)` | `void` | NPC respawned. | +| `OnNPCFinishMove(NPC)` | `void` | NPC finished moving. | +| `OnNPCDeath(NPC, Player killer, Weapon reason)` | `void` | NPC died. | +| `OnNPCWeaponStateChange(NPC, Weapon oldWeapon, Weapon newWeapon)` | `void` | NPC weapon changed. | +| `OnNPCPlaybackStart(NPC, Playback playback)` | `void` | NPC playback started. | +| `OnNPCPlaybackEnd(NPC, Playback playback)` | `void` | NPC playback ended. | +| `OnNPCFinishNodePoint(NPC, int nodePoint)` | `void` | NPC reached a node point. | +| `OnNPCFinishNode(NPC, int node)` | `void` | NPC finished a node. | +| `OnNPCFinishMovePathPoint(NPC, int pathPoint)` | `void` | NPC reached a move path point. | +| `OnNPCFinishMovePath(NPC, MovePath path)` | `void` | NPC finished a move path. | +| `OnNPCTakeDamage(NPC, Player from, float amount, Weapon weapon, BodyPart part)` | `bool` *(true)* | NPC took damage. Return `false` to reject. | +| `OnNPCGiveDamage(NPC, Player to, float amount, Weapon weapon, BodyPart part)` | `bool` *(true)* | NPC dealt damage. Return `false` to reject. | +| `OnNPCShotMissed(NPC, Weapon weapon, Vector3 position)` | `bool` *(true)* | NPC missed a shot. Return `false` to reject. | +| `OnNPCShotPlayer(NPC, Player target, Weapon weapon, BodyPart part)` | `bool` *(true)* | NPC shot a player. Return `false` to reject. | + +## Weapon & Shooting + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerShotMissed(Player, Weapon weapon, BulletData bulletData)` | `bool` *(true)* | Player missed a shot. Return `false` to reject. | +| `OnPlayerShotPlayer(Player, Player target, Weapon weapon, BulletData bulletData)` | `bool` *(true)* | Player shot another player. Return `false` to reject. | +| `OnPlayerShotVehicle(Player, Vehicle target, Weapon weapon, BulletData bulletData)` | `bool` *(true)* | Player shot a vehicle. Return `false` to reject. | +| `OnPlayerShotObject(Player, GlobalObject target, Weapon weapon, BulletData bulletData)` | `bool` *(true)* | Player shot an object. Return `false` to reject. | +| `OnPlayerShotPlayerObject(Player, PlayerObject target, Weapon weapon, BulletData bulletData)` | `bool` *(true)* | Player shot a player object. Return `false` to reject. | + +## Custom Models & Downloads + +| Signature | Returns | Description | +|---|---|---| +| `OnPlayerRequestDownload(Player, CustomModelType type, int modelId)` | `bool` *(true)* | Player requested a custom model download. Return `false` to reject. | +| `OnPlayerFinishedDownloading(Player)` | `void` | Player finished downloading custom models. | + +## Console & Admin + +| Signature | Returns | Description | +|---|---|---| +| `OnRconLoginAttempt(Player, string password, bool success)` | `void` | RCON login attempt. | +| `OnConsoleCommandListRequest(ConsoleCommandCollection commands)` | `void` | Console command list was requested. | diff --git a/docs/reference/toc.yml b/docs/reference/toc.yml index 5620eb4..c9eb437 100644 --- a/docs/reference/toc.yml +++ b/docs/reference/toc.yml @@ -1,3 +1,4 @@ items: +- href: built-in-events.md - href: advanced-topics.md - href: examples.md