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 SourcePlayerSpawningEvent(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 SourceHumanoidCharacterProfile
The profile to use, if any.
Declaration
public readonly HumanoidCharacterProfile HumanoidCharacterProfile
Field Value
Type | Description |
---|---|
HumanoidCharacterProfile |
Job
The job to use, if any.
Declaration
public readonly JobComponent Job
Field Value
Type | Description |
---|---|
JobComponent |
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> |
Station
The target station, if any.
Declaration
public readonly EntityUid? Station
Field Value
Type | Description |
---|---|
System.Nullable<EntityUid> |