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Copy pathEventPlayerDisconnect.g.cs
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57 lines (54 loc) · 1.46 KB
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#nullable enable
using System;
using CounterStrikeSharp.API.Modules.Events;
using CounterStrikeSharp.API.Modules.Entities;
using CounterStrikeSharp.API.Core.Attributes;
namespace CounterStrikeSharp.API.Core;
[EventName("player_disconnect")]
public class EventPlayerDisconnect : GameEvent
{
public EventPlayerDisconnect(IntPtr pointer) : base(pointer){}
public EventPlayerDisconnect(bool force) : base("player_disconnect", force){}
// Was the player ever fully connected?
public bool EverFullyConnected
{
get => Get<bool>("ever_fully_connected");
set => Set<bool>("ever_fully_connected", value);
}
// player name
public string Name
{
get => Get<string>("name");
set => Set<string>("name", value);
}
// player network (i.e steam) id
public string Networkid
{
get => Get<string>("networkid");
set => Set<string>("networkid", value);
}
public int Playerid
{
get => Get<int>("PlayerID");
set => Set<int>("PlayerID", value);
}
// see networkdisconnect enum protobuf
public int Reason
{
get => Get<int>("reason");
set => Set<int>("reason", value);
}
// user ID on server
public CCSPlayerController? Userid
{
get => GetPlayer("userid");
set => SetPlayer("userid", value);
}
// steam id
public ulong Xuid
{
get => Get<ulong>("xuid");
set => Set<ulong>("xuid", value);
}
}
#nullable restore