Revision Difference
Entity:SetNetworkKeyValue#568225
<function name="SetNetworkKeyValue" parent="Entity" type="classfunc">
<description>
A helper function to allow setting <page text="Network Variables">Networking_Entities</page> via <page>Entity:SetKeyValue</page>, primarily to allow mappers to set them from Hammer.
Meant to be called from <page>ENTITY:KeyValue</page>, see example.
See also <page>Entity:SetNetworkVarsFromMapInput</page> for a function that does similar thing for map inputs instead.
<note>This function will only work on entities which had <page>Entity:InstallDataTable</page> called on them, which is done automatically for players and all <page>Scripted Entities</page>.</note>
</description>
<realm>Server</realm>
<file line="437-L450">lua/includes/extensions/entity.lua</file>⤶
<args>
<arg name="key" type="string">The key-value name, or simply the "key".</arg>
<arg name="value" type="string">The key-value value.</arg>
</args>
<rets>
<ret name="" type="boolean">Whether a network variable was set successfully</ret>
</rets>
</function>
<example>
<description>Example usage, adding this will allow mappers to set all your key networks as key values. You will also need to provide manually crafted `.fgd` file that lists all the key values. `env_skypaint` can be used as an example (`garrysmod.fgd` and `env_skypaint.lua` in base gamemode).</description>
<code>
function ENT:KeyValue( key, value )
if ( self:SetNetworkKeyValue( key, value ) ) then
return
end
-- Other code...
end
</code>
</example>
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