From f64b577082efb94006f265365cd5f860752ac815 Mon Sep 17 00:00:00 2001 From: hiilikewiki56 Date: Thu, 20 Jun 2019 17:04:05 +0100 Subject: [PATCH] hehe --- .../getting-started/making-your-first-plugin.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/content/development-guide/getting-started/making-your-first-plugin.md b/content/development-guide/getting-started/making-your-first-plugin.md index 7f66357..b9b1eb0 100644 --- a/content/development-guide/getting-started/making-your-first-plugin.md +++ b/content/development-guide/getting-started/making-your-first-plugin.md @@ -121,7 +121,7 @@ public class EventListener : IEventListener } [EventHandler] - public async Task HandleEvent (IEventEmitter emitter, PlayerConnectedEvent @event) + public async Task HandleEventAsync (IEventEmitter emitter, PlayerConnectedEvent @event) { await @event.Player.User.SendMessageAsync(config.WelcomeMsg); } @@ -192,4 +192,4 @@ You can now build the plugin and upload it to your testing server. ## Best Practices Only reference game specific packages (e.g. Rocket.Unturned) if you really need to access the game's API. If you only reference Rocket.Core and Rocket.API, your plugin will directly work on any game that supports RocketMod. Such plugins are called `universal` plugins. -Do not use static plugin instances, instead always pass instances by reference. The reason for that is that Rocket can dynamically create and destroy your plugin instances, which could result in wrong instances being used. \ No newline at end of file +Do not use static plugin instances, instead always pass instances by reference. The reason for that is that Rocket can dynamically create and destroy your plugin instances, which could result in wrong instances being used.