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VoltMod
C++23 framework for CS2 server plugins
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"The occupant of this slot changed" - raised by PlayerManager, consumed below it. More...
#include <SlotEvents.hpp>
Public Member Functions | |
| void | Raise (int slot) |
Public Attributes | |
| Event< int > | Changed |
| Event< int > | FullyConnected |
"The occupant of this slot changed" - raised by PlayerManager, consumed below it.
Lives in Core, not Players, so engine-level services can drop per-slot state without depending on the player roster: Hooks sits under Players, and Teleport only ever needed the signal, never the Player objects.
Fires on AddPlayer, RemovePlayer, and once per tracked slot on Clear.
Definition at line 17 of file SlotEvents.hpp.
Notify every handler that slot changed hands. PlayerManager's to call.
Definition at line 28 of file SlotEvents.hpp.
References Changed, VoltMod::Event< Args >::Raise(), and VoltMod::ReadFile().
Referenced by VoltMod::PlayerManager::Add(), VoltMod::PlayerManager::Clear(), and VoltMod::PlayerManager::Remove().
runtime.Slots.Changed += [](int slot) { ... };
Definition at line 21 of file SlotEvents.hpp.
Referenced by Raise().
The slot's client finished loading. The game resets what it keeps per player controller then, such as a custom HUD's per-player classes and text.
Definition at line 25 of file SlotEvents.hpp.
Referenced by VoltMod::PlayerManager::OnClientFullyConnected().