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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: