pub trait Events {
Show 71 methods
// Provided methods
fn on_player_request_spawn(&mut self, player: Player) -> bool { ... }
fn on_player_spawn(&mut self, player: Player) { ... }
fn on_incoming_connection(
&mut self,
player: Player,
ip_address: String,
port: i32,
) { ... }
fn on_player_connect(&mut self, player: Player) { ... }
fn on_player_disconnect(
&mut self,
player: Player,
reason: PeerDisconnectReason,
) { ... }
fn on_player_stream_in(&mut self, player: Player, for_player: Player) { ... }
fn on_player_stream_out(&mut self, player: Player, for_player: Player) { ... }
fn on_player_text(&mut self, player: Player, message: String) -> bool { ... }
fn on_player_command_text(
&mut self,
player: Player,
message: String,
) -> bool { ... }
fn on_player_shot_missed(
&mut self,
player: Player,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool { ... }
fn on_player_shot_player(
&mut self,
player: Player,
target: Player,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool { ... }
fn on_player_shot_vehicle(
&mut self,
player: Player,
target: Vehicle,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool { ... }
fn on_player_shot_object(
&mut self,
player: Player,
target: Object,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool { ... }
fn on_player_shot_player_object(
&mut self,
player: Player,
target: PlayerObject,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool { ... }
fn on_player_score_change(&mut self, player: Player, score: i32) { ... }
fn on_player_name_change(&mut self, player: Player, old_name: String) { ... }
fn on_player_interior_change(
&mut self,
player: Player,
new_interior: i32,
old_interior: i32,
) { ... }
fn on_player_state_change(
&mut self,
player: Player,
new_state: PlayerState,
old_state: PlayerState,
) { ... }
fn on_player_key_state_change(
&mut self,
player: Player,
new_keys: i32,
old_keys: i32,
) { ... }
fn on_player_death(
&mut self,
player: Player,
killer: Option<Player>,
reason: i32,
) { ... }
fn on_player_take_damage(
&mut self,
player: Player,
from: Option<Player>,
amount: f32,
weapon: i32,
part: BodyPart,
) { ... }
fn on_player_give_damage(
&mut self,
player: Player,
to: Player,
amount: f32,
weapon: i32,
part: BodyPart,
) { ... }
fn on_player_click_map(&mut self, player: Player, pos: Vector3) { ... }
fn on_player_click_player(
&mut self,
player: Player,
clicked: Player,
source: PlayerClickSource,
) { ... }
fn on_client_check_response(
&mut self,
player: Player,
action_type: i32,
address: i32,
results: i32,
) { ... }
fn on_player_update(&mut self, player: Player) -> bool { ... }
fn on_player_finished_downloading(&mut self, player: Player) { ... }
fn on_player_request_download(
&mut self,
player: Player,
model_type: ModelDownloadType,
checksum: i32,
) -> bool { ... }
fn on_player_give_damage_actor(
&mut self,
player: Player,
actor: Actor,
amount: f32,
weapon: i32,
part: BodyPart,
) { ... }
fn on_actor_stream_in(&mut self, actor: Actor, player: Player) { ... }
fn on_actor_stream_out(&mut self, actor: Actor, player: Player) { ... }
fn on_player_enter_checkpoint(&mut self, player: Player) { ... }
fn on_player_leave_checkpoint(&mut self, player: Player) { ... }
fn on_player_enter_race_checkpoint(&mut self, player: Player) { ... }
fn on_player_leave_race_checkpoint(&mut self, player: Player) { ... }
fn on_player_request_class(&mut self, player: Player, class_id: i32) -> bool { ... }
fn on_dialog_response(
&mut self,
player: Player,
dialog_id: i32,
response: DialogResponse,
list_item: i32,
input_text: String,
) { ... }
fn on_player_enter_gang_zone(&mut self, player: Player, zone: GangZone) { ... }
fn on_player_leave_gang_zone(&mut self, player: Player, zone: GangZone) { ... }
fn on_player_click_gang_zone(&mut self, player: Player, zone: GangZone) { ... }
fn on_player_selected_menu_row(&mut self, player: Player, row: i32) { ... }
fn on_player_exited_menu(&mut self, player: Player) { ... }
fn on_object_moved(&mut self, object: Object) { ... }
fn on_player_object_moved(&mut self, player: Player, object: PlayerObject) { ... }
fn on_player_edit_object(
&mut self,
player: Player,
object: Object,
response: ObjectEditResponse,
offset: Vector3,
rotation: Vector3,
) { ... }
fn on_player_object_edited(
&mut self,
player: Player,
object: PlayerObject,
response: ObjectEditResponse,
offset: Vector3,
rotation: Vector3,
) { ... }
fn on_player_edit_attached_object(
&mut self,
player: Player,
index: i32,
saved: bool,
data: ObjectAttachmentSlotData,
) { ... }
fn on_player_select_object(
&mut self,
player: Player,
object: Object,
model: i32,
position: Vector3,
) { ... }
fn on_player_object_selected(
&mut self,
player: Player,
object: PlayerObject,
model: i32,
position: Vector3,
) { ... }
fn on_player_pick_up_pickup(&mut self, player: Player, pickup: Pickup) { ... }
fn on_player_cancel_text_draw_selection(&mut self, player: Player) -> bool { ... }
fn on_player_cancel_player_text_draw_selection(
&mut self,
player: Player,
) -> bool { ... }
fn on_player_click_text_draw(&mut self, player: Player, textdraw: TextDraw) { ... }
fn on_player_click_player_text_draw(
&mut self,
player: Player,
textdraw: PlayerTextDraw,
) { ... }
fn on_vehicle_stream_in(&mut self, vehicle: Vehicle, player: Player) { ... }
fn on_vehicle_stream_out(&mut self, vehicle: Vehicle, player: Player) { ... }
fn on_vehicle_death(&mut self, vehicle: Vehicle, player: Player) { ... }
fn on_player_enter_vehicle(
&mut self,
player: Player,
vehicle: Vehicle,
passenger: bool,
) { ... }
fn on_player_exit_vehicle(&mut self, player: Player, vehicle: Vehicle) { ... }
fn on_vehicle_damage_status_update(
&mut self,
vehicle: Vehicle,
player: Player,
) { ... }
fn on_vehicle_paint_job(
&mut self,
player: Player,
vehicle: Vehicle,
paintjob: i32,
) -> bool { ... }
fn on_vehicle_mod(
&mut self,
player: Player,
vehicle: Vehicle,
component: i32,
) -> bool { ... }
fn on_vehicle_respray(
&mut self,
player: Player,
vehicle: Vehicle,
colour1: i32,
colour2: i32,
) -> bool { ... }
fn on_enter_exit_mod_shop(
&mut self,
player: Player,
enterexit: bool,
interior_id: i32,
) { ... }
fn on_vehicle_spawn(&mut self, vehicle: Vehicle) { ... }
fn on_unoccupied_vehicle_update(
&mut self,
vehicle: Vehicle,
player: Player,
updateData: UnoccupiedVehicleUpdate,
) -> bool { ... }
fn on_trailer_update(&mut self, player: Player, vehicle: Vehicle) -> bool { ... }
fn on_vehicle_siren_state_change(
&mut self,
player: Player,
vehicle: Vehicle,
sirenstate: i32,
) -> bool { ... }
fn on_rcon_command(&mut self, cmd: String) -> bool { ... }
fn on_rcon_login_attempt(
&mut self,
ip: String,
password: String,
success: bool,
) -> bool { ... }
fn on_tick(&mut self, elapsed: i32) { ... }
}Provided Methods§
Sourcefn on_player_request_spawn(&mut self, player: Player) -> bool
fn on_player_request_spawn(&mut self, player: Player) -> bool
This callback is called when a player attempts to spawn via class selection either by pressing SHIFT or clicking the ‘Spawn’ button.
Sourcefn on_player_spawn(&mut self, player: Player)
fn on_player_spawn(&mut self, player: Player)
This callback is called when a player spawns
Sourcefn on_incoming_connection(
&mut self,
player: Player,
ip_address: String,
port: i32,
)
fn on_incoming_connection( &mut self, player: Player, ip_address: String, port: i32, )
This callback is called when an IP address attempts a connection to the server.
Sourcefn on_player_connect(&mut self, player: Player)
fn on_player_connect(&mut self, player: Player)
This callback is called when a player connects to the server.
Sourcefn on_player_disconnect(&mut self, player: Player, reason: PeerDisconnectReason)
fn on_player_disconnect(&mut self, player: Player, reason: PeerDisconnectReason)
This callback is called when a player disconnects from the server.
Sourcefn on_player_stream_in(&mut self, player: Player, for_player: Player)
fn on_player_stream_in(&mut self, player: Player, for_player: Player)
This callback is called when a player is streamed by some other player’s client.
Sourcefn on_player_stream_out(&mut self, player: Player, for_player: Player)
fn on_player_stream_out(&mut self, player: Player, for_player: Player)
This callback is called when a player is streamed out from some other player’s client.
Sourcefn on_player_text(&mut self, player: Player, message: String) -> bool
fn on_player_text(&mut self, player: Player, message: String) -> bool
This callback is called when a player sends a chat message.
Sourcefn on_player_command_text(&mut self, player: Player, message: String) -> bool
fn on_player_command_text(&mut self, player: Player, message: String) -> bool
This callback is called when a player enters a command into the client chat window. Commands are anything that start with a forward slash, e.g. /help.
fn on_player_shot_missed( &mut self, player: Player, weapon: PlayerWeapon, origin: Vector3, ) -> bool
Sourcefn on_player_shot_player(
&mut self,
player: Player,
target: Player,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool
fn on_player_shot_player( &mut self, player: Player, target: Player, weapon: PlayerWeapon, origin: Vector3, ) -> bool
This callback is called when a player shoots another player
Sourcefn on_player_shot_vehicle(
&mut self,
player: Player,
target: Vehicle,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool
fn on_player_shot_vehicle( &mut self, player: Player, target: Vehicle, weapon: PlayerWeapon, origin: Vector3, ) -> bool
This callback is called when a player shoots a vehicle
Sourcefn on_player_shot_object(
&mut self,
player: Player,
target: Object,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool
fn on_player_shot_object( &mut self, player: Player, target: Object, weapon: PlayerWeapon, origin: Vector3, ) -> bool
This callback is called when a player shoots an object
Sourcefn on_player_shot_player_object(
&mut self,
player: Player,
target: PlayerObject,
weapon: PlayerWeapon,
origin: Vector3,
) -> bool
fn on_player_shot_player_object( &mut self, player: Player, target: PlayerObject, weapon: PlayerWeapon, origin: Vector3, ) -> bool
This callback is called when a player shoots a player object
Sourcefn on_player_score_change(&mut self, player: Player, score: i32)
fn on_player_score_change(&mut self, player: Player, score: i32)
This callback is called when a player’s score changes
Sourcefn on_player_name_change(&mut self, player: Player, old_name: String)
fn on_player_name_change(&mut self, player: Player, old_name: String)
This callback is called when a player’s name is changed
Sourcefn on_player_interior_change(
&mut self,
player: Player,
new_interior: i32,
old_interior: i32,
)
fn on_player_interior_change( &mut self, player: Player, new_interior: i32, old_interior: i32, )
This callback is called when a player changes interior
Sourcefn on_player_state_change(
&mut self,
player: Player,
new_state: PlayerState,
old_state: PlayerState,
)
fn on_player_state_change( &mut self, player: Player, new_state: PlayerState, old_state: PlayerState, )
This callback is called when a player changes state. For example, when a player changes from being the driver of a vehicle to being on-foot.
Sourcefn on_player_key_state_change(
&mut self,
player: Player,
new_keys: i32,
old_keys: i32,
)
fn on_player_key_state_change( &mut self, player: Player, new_keys: i32, old_keys: i32, )
This callback is called when the state of any supported key is changed (pressed/released). Directional keys do not trigger on_player_key_state_change (up/down/left/right).
Sourcefn on_player_death(
&mut self,
player: Player,
killer: Option<Player>,
reason: i32,
)
fn on_player_death( &mut self, player: Player, killer: Option<Player>, reason: i32, )
This callback is called when a player dies, either by suicide or by being killed by another player.
Sourcefn on_player_take_damage(
&mut self,
player: Player,
from: Option<Player>,
amount: f32,
weapon: i32,
part: BodyPart,
)
fn on_player_take_damage( &mut self, player: Player, from: Option<Player>, amount: f32, weapon: i32, part: BodyPart, )
This callback is called when a player takes damage.
Sourcefn on_player_give_damage(
&mut self,
player: Player,
to: Player,
amount: f32,
weapon: i32,
part: BodyPart,
)
fn on_player_give_damage( &mut self, player: Player, to: Player, amount: f32, weapon: i32, part: BodyPart, )
This callback is called when a player gives damage to another player.
Sourcefn on_player_click_map(&mut self, player: Player, pos: Vector3)
fn on_player_click_map(&mut self, player: Player, pos: Vector3)
This callback is called when a player places a target/waypoint on the pause menu map (by right-clicking).
Sourcefn on_player_click_player(
&mut self,
player: Player,
clicked: Player,
source: PlayerClickSource,
)
fn on_player_click_player( &mut self, player: Player, clicked: Player, source: PlayerClickSource, )
This callback is called when a player double-clicks on a player on the scoreboard.
Sourcefn on_client_check_response(
&mut self,
player: Player,
action_type: i32,
address: i32,
results: i32,
)
fn on_client_check_response( &mut self, player: Player, action_type: i32, address: i32, results: i32, )
This callback is called when a send_client_check request completes.
Sourcefn on_player_update(&mut self, player: Player) -> bool
fn on_player_update(&mut self, player: Player) -> bool
This callback is called every time a client/player updates the server with their status. It can be used to monitor client updates that aren’t actively tracked by the server, such as health or armor updates or players switching weapons.
Sourcefn on_player_finished_downloading(&mut self, player: Player)
fn on_player_finished_downloading(&mut self, player: Player)
This callback is called when a player finishes downloading custom models
Sourcefn on_player_request_download(
&mut self,
player: Player,
model_type: ModelDownloadType,
checksum: i32,
) -> bool
fn on_player_request_download( &mut self, player: Player, model_type: ModelDownloadType, checksum: i32, ) -> bool
This callback is called when a player request for custom model downloads.
Sourcefn on_player_give_damage_actor(
&mut self,
player: Player,
actor: Actor,
amount: f32,
weapon: i32,
part: BodyPart,
)
fn on_player_give_damage_actor( &mut self, player: Player, actor: Actor, amount: f32, weapon: i32, part: BodyPart, )
This callback is called when a player gives damage to an actor.
Sourcefn on_actor_stream_in(&mut self, actor: Actor, player: Player)
fn on_actor_stream_in(&mut self, actor: Actor, player: Player)
This callback is called when an actor is streamed in by a player’s client.
Sourcefn on_actor_stream_out(&mut self, actor: Actor, player: Player)
fn on_actor_stream_out(&mut self, actor: Actor, player: Player)
This callback is called when an actor is streamed out by a player’s client.
Sourcefn on_player_enter_checkpoint(&mut self, player: Player)
fn on_player_enter_checkpoint(&mut self, player: Player)
This callback is called when a player enters the checkpoint set for that player.
Sourcefn on_player_leave_checkpoint(&mut self, player: Player)
fn on_player_leave_checkpoint(&mut self, player: Player)
This callback is called when a player leaves a checkpoint.
Sourcefn on_player_enter_race_checkpoint(&mut self, player: Player)
fn on_player_enter_race_checkpoint(&mut self, player: Player)
This callback is called when a player enters a race checkpoint.
Sourcefn on_player_leave_race_checkpoint(&mut self, player: Player)
fn on_player_leave_race_checkpoint(&mut self, player: Player)
This callback is called when a player leaves a race checkpoint.
Sourcefn on_player_request_class(&mut self, player: Player, class_id: i32) -> bool
fn on_player_request_class(&mut self, player: Player, class_id: i32) -> bool
This callback is called when a player changes class at class selection (and when class selection first appears).
Sourcefn on_dialog_response(
&mut self,
player: Player,
dialog_id: i32,
response: DialogResponse,
list_item: i32,
input_text: String,
)
fn on_dialog_response( &mut self, player: Player, dialog_id: i32, response: DialogResponse, list_item: i32, input_text: String, )
This callback is called when a player responds to a dialog shown using ShowPlayerDialog by either clicking a button, pressing ENTER/ESC or double-clicking a list item (if using a list style dialog).
Sourcefn on_player_enter_gang_zone(&mut self, player: Player, zone: GangZone)
fn on_player_enter_gang_zone(&mut self, player: Player, zone: GangZone)
This callback is called when a player enters a gangzone This callback requires the use of use_check method to be enable
Sourcefn on_player_leave_gang_zone(&mut self, player: Player, zone: GangZone)
fn on_player_leave_gang_zone(&mut self, player: Player, zone: GangZone)
This callback is called when a player exited a gangzone. This callback requires the use of use_check method to be enable
Sourcefn on_player_click_gang_zone(&mut self, player: Player, zone: GangZone)
fn on_player_click_gang_zone(&mut self, player: Player, zone: GangZone)
This callback is called when a player clicked a gangzone on the pause menu map (by right-clicking).
This callback is called when a player selects an item from a menu
This callback is called when a player exits a menu.
Sourcefn on_object_moved(&mut self, object: Object)
fn on_object_moved(&mut self, object: Object)
This callback is called when an object is completed moving
Sourcefn on_player_object_moved(&mut self, player: Player, object: PlayerObject)
fn on_player_object_moved(&mut self, player: Player, object: PlayerObject)
This callback is called when a player object is completed moving
Sourcefn on_player_edit_object(
&mut self,
player: Player,
object: Object,
response: ObjectEditResponse,
offset: Vector3,
rotation: Vector3,
)
fn on_player_edit_object( &mut self, player: Player, object: Object, response: ObjectEditResponse, offset: Vector3, rotation: Vector3, )
This callback is called when a player finishes editing an object
Sourcefn on_player_object_edited(
&mut self,
player: Player,
object: PlayerObject,
response: ObjectEditResponse,
offset: Vector3,
rotation: Vector3,
)
fn on_player_object_edited( &mut self, player: Player, object: PlayerObject, response: ObjectEditResponse, offset: Vector3, rotation: Vector3, )
This callback is called when a player finishes editing a player object
Sourcefn on_player_edit_attached_object(
&mut self,
player: Player,
index: i32,
saved: bool,
data: ObjectAttachmentSlotData,
)
fn on_player_edit_attached_object( &mut self, player: Player, index: i32, saved: bool, data: ObjectAttachmentSlotData, )
This callback is called when a player ends attached object edition mode.
Sourcefn on_player_select_object(
&mut self,
player: Player,
object: Object,
model: i32,
position: Vector3,
)
fn on_player_select_object( &mut self, player: Player, object: Object, model: i32, position: Vector3, )
This callback is called when a player selects an object
Sourcefn on_player_object_selected(
&mut self,
player: Player,
object: PlayerObject,
model: i32,
position: Vector3,
)
fn on_player_object_selected( &mut self, player: Player, object: PlayerObject, model: i32, position: Vector3, )
This callback is called when a player selects a player object
Sourcefn on_player_pick_up_pickup(&mut self, player: Player, pickup: Pickup)
fn on_player_pick_up_pickup(&mut self, player: Player, pickup: Pickup)
This callback is called when a player picks up a pickup created
Sourcefn on_player_cancel_text_draw_selection(&mut self, player: Player) -> bool
fn on_player_cancel_text_draw_selection(&mut self, player: Player) -> bool
This callback is called when a player cancels the textdraw selection
Sourcefn on_player_cancel_player_text_draw_selection(
&mut self,
player: Player,
) -> bool
fn on_player_cancel_player_text_draw_selection( &mut self, player: Player, ) -> bool
This callback is called when a player cancels the player textdraw selection
Sourcefn on_player_click_text_draw(&mut self, player: Player, textdraw: TextDraw)
fn on_player_click_text_draw(&mut self, player: Player, textdraw: TextDraw)
This callback is called when a player clicks a textdraw
Sourcefn on_player_click_player_text_draw(
&mut self,
player: Player,
textdraw: PlayerTextDraw,
)
fn on_player_click_player_text_draw( &mut self, player: Player, textdraw: PlayerTextDraw, )
This callback is called when a player clicks a player textdraw
Sourcefn on_vehicle_stream_in(&mut self, vehicle: Vehicle, player: Player)
fn on_vehicle_stream_in(&mut self, vehicle: Vehicle, player: Player)
This callback is called when a vehicle is streamed to a player’s client.
Sourcefn on_vehicle_stream_out(&mut self, vehicle: Vehicle, player: Player)
fn on_vehicle_stream_out(&mut self, vehicle: Vehicle, player: Player)
This callback is called when a vehicle streams out for a player.
Sourcefn on_vehicle_death(&mut self, vehicle: Vehicle, player: Player)
fn on_vehicle_death(&mut self, vehicle: Vehicle, player: Player)
This callback is called when a vehicle is destroyed - either by exploding or becoming submerged in water.
Sourcefn on_player_enter_vehicle(
&mut self,
player: Player,
vehicle: Vehicle,
passenger: bool,
)
fn on_player_enter_vehicle( &mut self, player: Player, vehicle: Vehicle, passenger: bool, )
This callback is called when a player starts to enter a vehicle, meaning the player is not in vehicle yet at the time this callback is called.
Sourcefn on_player_exit_vehicle(&mut self, player: Player, vehicle: Vehicle)
fn on_player_exit_vehicle(&mut self, player: Player, vehicle: Vehicle)
This callback is called when a player leaves a vehicle.
Sourcefn on_vehicle_damage_status_update(&mut self, vehicle: Vehicle, player: Player)
fn on_vehicle_damage_status_update(&mut self, vehicle: Vehicle, player: Player)
This callback is called when a vehicle element such as doors, tyres, panels, or lights change their damage status.
Sourcefn on_vehicle_paint_job(
&mut self,
player: Player,
vehicle: Vehicle,
paintjob: i32,
) -> bool
fn on_vehicle_paint_job( &mut self, player: Player, vehicle: Vehicle, paintjob: i32, ) -> bool
This callback is called when a player previews a vehicle paintjob inside a mod shop. Watch out, this callback is not called when the player buys the paintjob.
Sourcefn on_vehicle_mod(
&mut self,
player: Player,
vehicle: Vehicle,
component: i32,
) -> bool
fn on_vehicle_mod( &mut self, player: Player, vehicle: Vehicle, component: i32, ) -> bool
This callback is called when a vehicle is modded.
Sourcefn on_vehicle_respray(
&mut self,
player: Player,
vehicle: Vehicle,
colour1: i32,
colour2: i32,
) -> bool
fn on_vehicle_respray( &mut self, player: Player, vehicle: Vehicle, colour1: i32, colour2: i32, ) -> bool
This callback is called when a player exits a mod shop, even if the colors weren’t changed. Watch out, the name is ambiguous, Pay ‘n’ Spray shops don’t call this callback.
Sourcefn on_enter_exit_mod_shop(
&mut self,
player: Player,
enterexit: bool,
interior_id: i32,
)
fn on_enter_exit_mod_shop( &mut self, player: Player, enterexit: bool, interior_id: i32, )
This callback is called when a vehicle enters or exits a mod shop.
Sourcefn on_vehicle_spawn(&mut self, vehicle: Vehicle)
fn on_vehicle_spawn(&mut self, vehicle: Vehicle)
This callback is called when a vehicle respawns.
Sourcefn on_unoccupied_vehicle_update(
&mut self,
vehicle: Vehicle,
player: Player,
updateData: UnoccupiedVehicleUpdate,
) -> bool
fn on_unoccupied_vehicle_update( &mut self, vehicle: Vehicle, player: Player, updateData: UnoccupiedVehicleUpdate, ) -> bool
This callback is called when a player’s client updates/syncs the position of a vehicle they’re not driving. This can happen outside of the vehicle or when the player is a passenger of a vehicle that has no driver.
Sourcefn on_trailer_update(&mut self, player: Player, vehicle: Vehicle) -> bool
fn on_trailer_update(&mut self, player: Player, vehicle: Vehicle) -> bool
Called when a trailer’s position is synced by a client.
Sourcefn on_vehicle_siren_state_change(
&mut self,
player: Player,
vehicle: Vehicle,
sirenstate: i32,
) -> bool
fn on_vehicle_siren_state_change( &mut self, player: Player, vehicle: Vehicle, sirenstate: i32, ) -> bool
This callback is called when a vehicle’s siren is toggled.
Sourcefn on_rcon_command(&mut self, cmd: String) -> bool
fn on_rcon_command(&mut self, cmd: String) -> bool
This callback is called when a command is sent through the server console, remote RCON, or via the in-game “/rcon command”.
Sourcefn on_rcon_login_attempt(
&mut self,
ip: String,
password: String,
success: bool,
) -> bool
fn on_rcon_login_attempt( &mut self, ip: String, password: String, success: bool, ) -> bool
This callback is called when an attempt to login to RCON is made.