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Katie edited this page Jun 27, 2022 · 3 revisions

Client

ShouldSit (Player ply)

return true to disable needing walk to sit

Server

OnPlayerSit (Player ply, Vector pos, Angle ang, Entity parent, Number parentbone, Entity vehicle)

Called whenever a player sits down return false to cancel sit

OnGroundSit (Player ply, Table EyeTrace)

Called whenever a player sits down return false to cancel ground sit

CheckValidSit (Player ply, Table EyeTrace)

Checks if a sit is valid before sitting, takes priority over ConVars.

Return value Effect
true The seat position is valid
false The seat position isn't valid
none Default behavior

ShouldAllowSit (Player ply)

Return false to disable sitting for a player, takes priority over admin only convar.

Return value Effect
true Allows sit even when not admin
false Denies sitting under any circumstance
none Default behavior

HandleSit (Player ply, Table dist_profile, TraceResult eyeTrace)

Bit of an internal function that allows you to define your own behavior for when someone presses ALT+E (look at ground_sit for an example)

Return value Return value 2 Effect
true Vehicle veh Stop sit processing and return vehicle if created
any any Continue sit processing
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