Events

Trait Events 

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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§

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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.

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fn on_player_spawn(&mut self, player: Player)

This callback is called when a player spawns

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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.

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fn on_player_connect(&mut self, player: Player)

This callback is called when a player connects to the server.

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fn on_player_disconnect(&mut self, player: Player, reason: PeerDisconnectReason)

This callback is called when a player disconnects from the server.

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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.

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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.

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fn on_player_text(&mut self, player: Player, message: String) -> bool

This callback is called when a player sends a chat message.

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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.

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fn on_player_shot_missed( &mut self, player: Player, weapon: PlayerWeapon, origin: Vector3, ) -> bool

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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

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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

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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

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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

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fn on_player_score_change(&mut self, player: Player, score: i32)

This callback is called when a player’s score changes

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fn on_player_name_change(&mut self, player: Player, old_name: String)

This callback is called when a player’s name is changed

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fn on_player_interior_change( &mut self, player: Player, new_interior: i32, old_interior: i32, )

This callback is called when a player changes interior

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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.

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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).

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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.

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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.

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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.

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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).

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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.

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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.

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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.

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fn on_player_finished_downloading(&mut self, player: Player)

This callback is called when a player finishes downloading custom models

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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.

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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.

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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.

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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.

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fn on_player_enter_checkpoint(&mut self, player: Player)

This callback is called when a player enters the checkpoint set for that player.

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fn on_player_leave_checkpoint(&mut self, player: Player)

This callback is called when a player leaves a checkpoint.

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fn on_player_enter_race_checkpoint(&mut self, player: Player)

This callback is called when a player enters a race checkpoint.

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fn on_player_leave_race_checkpoint(&mut self, player: Player)

This callback is called when a player leaves a race checkpoint.

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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).

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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).

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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

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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

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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).

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fn on_player_selected_menu_row(&mut self, player: Player, row: i32)

This callback is called when a player selects an item from a menu

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fn on_player_exited_menu(&mut self, player: Player)

This callback is called when a player exits a menu.

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fn on_object_moved(&mut self, object: Object)

This callback is called when an object is completed moving

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fn on_player_object_moved(&mut self, player: Player, object: PlayerObject)

This callback is called when a player object is completed moving

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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

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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

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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.

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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

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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

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fn on_player_pick_up_pickup(&mut self, player: Player, pickup: Pickup)

This callback is called when a player picks up a pickup created

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fn on_player_cancel_text_draw_selection(&mut self, player: Player) -> bool

This callback is called when a player cancels the textdraw selection

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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

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fn on_player_click_text_draw(&mut self, player: Player, textdraw: TextDraw)

This callback is called when a player clicks a textdraw

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fn on_player_click_player_text_draw( &mut self, player: Player, textdraw: PlayerTextDraw, )

This callback is called when a player clicks a player textdraw

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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.

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fn on_vehicle_stream_out(&mut self, vehicle: Vehicle, player: Player)

This callback is called when a vehicle streams out for a player.

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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.

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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.

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fn on_player_exit_vehicle(&mut self, player: Player, vehicle: Vehicle)

This callback is called when a player leaves a vehicle.

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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.

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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.

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fn on_vehicle_mod( &mut self, player: Player, vehicle: Vehicle, component: i32, ) -> bool

This callback is called when a vehicle is modded.

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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.

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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.

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fn on_vehicle_spawn(&mut self, vehicle: Vehicle)

This callback is called when a vehicle respawns.

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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.

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fn on_trailer_update(&mut self, player: Player, vehicle: Vehicle) -> bool

Called when a trailer’s position is synced by a client.

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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.

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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”.

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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.

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fn on_tick(&mut self, elapsed: i32)

Implementors§