Show / Hide Table of Contents

Class PlayerSpawningEvent

Ordered broadcast event fired on any spawner eligible to attempt to spawn a player. This event's success is measured by if SpawnResult is not null. You should not make this event's success rely on random chance. This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.

Inheritance
System.Object
PlayerSpawningEvent
Namespace: Content.Server.Station.Systems
Assembly: Content.Server.dll
Syntax
public sealed class PlayerSpawningEvent : EntityEventArgs

Constructors

| Improve this Doc View Source

PlayerSpawningEvent(JobComponent, HumanoidCharacterProfile, Nullable<EntityUid>)

Declaration
public PlayerSpawningEvent(JobComponent job, HumanoidCharacterProfile humanoidCharacterProfile, EntityUid? station)
Parameters
Type Name Description
JobComponent job
HumanoidCharacterProfile humanoidCharacterProfile
System.Nullable<EntityUid> station

Fields

| Improve this Doc View Source

HumanoidCharacterProfile

The profile to use, if any.

Declaration
public readonly HumanoidCharacterProfile HumanoidCharacterProfile
Field Value
Type Description
HumanoidCharacterProfile
| Improve this Doc View Source

Job

The job to use, if any.

Declaration
public readonly JobComponent Job
Field Value
Type Description
JobComponent
| Improve this Doc View Source

SpawnResult

The entity spawned, if any. You should set this if you succeed at spawning the character, and leave it alone if it's not null.

Declaration
public EntityUid? SpawnResult
Field Value
Type Description
System.Nullable<EntityUid>
| Improve this Doc View Source

Station

The target station, if any.

Declaration
public readonly EntityUid? Station
Field Value
Type Description
System.Nullable<EntityUid>
  • Improve this Doc
  • View Source
☀
☾
In This Article
Back to top
Generated by DocFX
☀
☾