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()