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| void | ScriptRPC () |
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| void | ~ScriptRPC () |
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| proto native void | Reset () |
| | Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again as "new" ScriptRPC.
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| proto native void | Send (Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL) |
| | Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients. Do not reset ScriptRPC internal state, so if is Send called multiple times in a row, it sends same (previously written) data again and again, until is Reset() called.
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◆ ScriptRPC()
◆ ~ScriptRPC()
◆ Reset()
| proto native void Reset |
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Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again as "new" ScriptRPC.
◆ Send()
Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients. Do not reset ScriptRPC internal state, so if is Send called multiple times in a row, it sends same (previously written) data again and again, until is Reset() called.
- Parameters
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| target | object on which remote procedure is called, when NULL, RPC is evaluated by CGame as global |
| rpc_type | user defined identification of RPC |
| recipient | specified client to send RPC to. If NULL, RPC will be send to all clients (specifying recipient increase security and decrease network traffic) |
Referenced by RequestPlayerInfo(), PluginBase::RequestUniversalTemperatureSources(), PluginBase::SendDebug(), MissionBase::SendMuteListToServer(), NotificationSystem::SendNotificationToPlayerIdentity(), NotificationSystem::SendNotificationToPlayerIdentityExtended(), SendRPC(), ScriptConsoleItemsTab::SpawnPreset(), and MissionBase::SyncRespawnModeInfo().
The documentation for this class was generated from the following file: