VoltMod
C++23 framework for CS2 server plugins
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VoltMod::SlotEvents Class Reference

"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
 

Detailed Description

"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.

Member Function Documentation

◆ Raise()

void VoltMod::SlotEvents::Raise ( int  slot)
inline

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().

Member Data Documentation

◆ Changed

Event<int> VoltMod::SlotEvents::Changed

runtime.Slots.Changed += [](int slot) { ... };

Definition at line 21 of file SlotEvents.hpp.

Referenced by Raise().

◆ FullyConnected

Event<int> VoltMod::SlotEvents::FullyConnected

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().


The documentation for this class was generated from the following file: