OnPlayerQuit

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Revision as of 18:41, 3 September 2026 by QCherry (talk | contribs) (Document Lua events available or improved from G1R:MP 0.1.2)
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onPlayerQuit

IMPROVED FROM UPDATE 0.1.2
This event is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.

Triggered synchronously while an authenticated player's disconnect is being finalized.

Availability

This event is available in server-side scripts.

Callback signature

onPlayerQuit(playerId)

Parameters

Name Type Description
playerId int The ID of the player that left.

Examples

Handle the event:

addEventHandler("onPlayerQuit", root, function(playerId)
    outputDebugString("Player " .. playerId .. " left")
end)

Notes

  • The player is already offline for lifecycle and mutation purposes: isPlayerConnected(playerId) returns false, getPlayers() excludes the ID, and player mutators reject it.
  • Read-only getters backed by cached authoritative player state remain available only while synchronous onPlayerQuit handlers are running. Read and persist every required final value before the callback returns; deferred work cannot query the removed session.
  • Use this event to save final authoritative state and clean up player-owned script data, but do not rely on it as the only crash-safety mechanism. No quit callback is guaranteed if the server process ends in a hard crash or forced termination.