Revision Difference
gameevent/player_disconnect#548543
<cat>gameevent</cat>⤶
<title>player_disconnect</title>⤶
⤶
<structure>⤶
<realm>Shared</realm>⤶
<description>⤶
Called when a player disconnects from the server.⤶
⤶
<note>⤶
This is also called when a player cancels connecting to the server. ⤶
This is not called clientside for the local player or in single-player.⤶
</note>⤶
</description>⤶
<fields>⤶
<item type="number" name="bot">0 if the player isn't a bot, 1 if they are.</item>⤶
<item type="string" name="networkid">The SteamID the player has. Will be `BOT` for bots and `STEAM_0:0:0` in single-player.</item>⤶
<item type="string" name="name">The <page text="name">Player:Nick</page> the player has.</item>⤶
<item type="number" name="userid">The <page text="UserID">Player:UserID</page> the player has.</item>⤶
<item type="number" name="reason">The disconnect reason.</item>⤶
</fields>⤶
</structure>⤶
⤶
# Examples⤶
<example>⤶
<description>This is a basic template with the purpose of including all arguments / table variables to make it easily known which values can be accessed.</description>⤶
<code>⤶
gameevent.Listen( "player_disconnect" )⤶
hook.Add( "player_disconnect", "player_disconnect_example", function( data )⤶
local name = data.name // Same as Player:Nick()⤶
local steamid = data.networkid // Same as Player:SteamID()⤶
local id = data.userid // Same as Player:UserID()⤶
local bot = data.bot // Same as Player:IsBot()⤶
local reason = data.reason // Text reason for disconnected such as "Kicked by console!", "Timed out!", etc...⤶
⤶
// Player has disconnected - this is more reliable than PlayerDisconnect⤶
⤶
end )⤶
</code>⤶
</example>