Table of Contents

Class SendingGunSoundEventArgs

Namespace
Exiled.Events.EventArgs.Player
Assembly
Exiled.Events.dll

Contains all information before a gun sound is sent to players.

public class SendingGunSoundEventArgs : IDeniableEvent, IFirearmEvent, IItemEvent, IPlayerEvent, IExiledEvent
Inheritance
SendingGunSoundEventArgs
Implements
Inherited Members
Extension Methods

Constructors

SendingGunSoundEventArgs(Firearm, int, MixerChannel, float, float, Vector3)

Initializes a new instance of the SendingGunSoundEventArgs class.

public SendingGunSoundEventArgs(Firearm firearm, int audioIndex, MixerChannel mixerChannel, float range, float pitch, Vector3 ownPos)

Parameters

firearm Firearm

The internal firearm instance.

audioIndex int

The index of the audio clip to be played.

mixerChannel MixerChannel

The audio mixer channel.

range float

The audible range of the sound.

pitch float

The pitch of the sound.

ownPos Vector3

The audio owner position.

Properties

AudioIndex

Gets or sets the index of the audio clip to be played from the firearm's audio list.

public int AudioIndex { get; set; }

Property Value

int

Firearm

Gets the firearm that was the source of the sound.

public Firearm Firearm { get; }

Property Value

Firearm

IsAllowed

Gets or sets a value indicating whether the gun sound should be sent.

public bool IsAllowed { get; set; }

Property Value

bool

Item

Gets the Item triggering the event.

public Item Item { get; }

Property Value

Item

MixerChannel

Gets or sets the mixer channel through which the sound will be played.

public MixerChannel MixerChannel { get; set; }

Property Value

MixerChannel

Pitch

Gets or sets the pitch of the gun sound.

public float Pitch { get; set; }

Property Value

float

Player

Gets the player who owns the Firearm.

public Player Player { get; }

Property Value

Player

Range

Gets or sets the max audible distance of the gun sound.

public float Range { get; set; }

Property Value

float

SendingPosition

Gets or sets the virtual origin point used(Only will work when this player not visible for sending player).

public Vector3 SendingPosition { get; set; }

Property Value

Vector3