Networked Data#

Networked Variables#

void RegisterNetworkedVariable(string name, int SNDC_category, int SNVT_type, var defaultValue = 0, float rangemin = 0, float rangemax = 0)#

Registers a named networked variable.

int GetNetworkedVariableIndex(string name)#

Gets the internal index used to reference a scripted network variable. For use with FX_PATTACH_SCRIPT_NETWORK_VAR.

void SetGlobalNetBool(string name, bool value)#
void SetGlobalNetInt(string name, int value)#
void SetGlobalNetFloat(string name, float value)#
void SetGlobalNetFloatOverTime(string name, float value, float time)#
void SetGlobalNetTime(string name, float value)#
void SetGlobalNetEnt(string name, entity value)#
bool GetGlobalNetBool(string name)#
int GetGlobalNetInt(string name)#
float GetGlobalNetFloat(string name)#
float GetGlobalNetTime(string name)#
entity GetGlobalNetEnt(string name)#

Remote Functions#

Remote functions allow the SERVER to call registered script functions on the CLIENT and UI VM.

void Remote_BeginRegisteringFunctions()#

Begin registration of remote functions.

void Remote_EndRegisteringFunctions()#

Finish registration of remote functions.

void AddCallback_OnRegisteringCustomNetworkVars( void functionref() callback )

Note

This function is not native. It’s defined in Northstar.CustomServers

Registers a callback when Remote functions are being registered.

To register custom remote functions you are required to use this callback because functions can only be registered once.

globalize_all_functions

void function MyMod_Init()
{
  AddCallback_OnRegisteringCustomNetworkVars( MyModRegisterRemoteFunctions )
}

void function MyModRegisterRemoteFunctions()
{
  Remote_RegisterFunction( "ExampleRemoteFunction" )
}

void function ExampleRemoteFunction() {}
void Remote_RegisterFunction(string name)#

Register a function name to be used in remote calls.

void Remote_CallFunction_Replay(entity player, string functionName, ...)#

Note

Allowed extra parameter types are null, bool, int, and float.

Given a player, function name, and optional parameters, call function in client script.

Then call it again if we rewind and play a kill replay. The command will not reach the client at all if called during a span of time the player skips because they were watching a replay.

void Remote_CallFunction_NonReplay(entity player, string functionName, ...)#

Note

Allowed extra parameter types are null, bool, int, and float.

Given a player, function name, and optional parameters, call function in client script.

Does not get called again in replays.

void Remote_CallFunction_UI(entity player, string functionName, ...)#

Note

Allowed extra parameter types are null, bool, int, and float.

Given a player, function name and optional parameters, call function in UI script.

Replays#

While not being networked themselves, these are used by remote functions.

bool ShouldDoReplayIsForcedByCode()#
bool Replay_IsEnabled()#