Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded. More...
| Public Member Functions | |
| virtual void | Initialize () | 
| Called immediately after the plug-in was loaded to initialize it  More... | |
| virtual void | Shutdown () | 
| Called when plug-in is being unloaded, usually at shutdown  More... | |
| virtual void | OnLevelLoaded () | 
| Called after a level has been loaded  More... | |
| virtual void | OnGameStart () | 
| Called after the level has been loaded and gameplay can start  More... | |
| virtual void | OnGameStop () | 
| Called on level unload or when gameplay stops  More... | |
| virtual void | OnClientConnectionReceived (int channelId) | 
| Sent when a new client connects to the server This can be used to create entities for each player, or to keep references of them in game code.  More... | |
| virtual void | OnClientReadyForGameplay (int channelId) | 
| Sent to the server after a successful client connection when they are ready for gameplay to start.  More... | |
| virtual void | OnClientDisconnected (int channelId) | 
| Sent when a client disconnects from the server  More... | |
Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded.
| 
 | inline virtual | 
Called immediately after the plug-in was loaded to initialize it
| 
 | inline virtual | 
Sent when a new client connects to the server This can be used to create entities for each player, or to keep references of them in game code.
| channelId | Identifier for the network channel between the server and this client | 
| 
 | inline virtual | 
Sent when a client disconnects from the server
| channelId | 
| 
 | inline virtual | 
Sent to the server after a successful client connection when they are ready for gameplay to start.
| channelId | 
| 
 | inline virtual | 
Called after the level has been loaded and gameplay can start
| 
 | inline virtual | 
Called on level unload or when gameplay stops
| 
 | inline virtual | 
Called after a level has been loaded
| 
 | inline virtual | 
Called when plug-in is being unloaded, usually at shutdown