Revision Difference
Global.RealTime#568056
<function name="RealTime" parent="Global" type="libraryfunc">
<description>
Returns the uptime of the game/server in seconds (to at least **4** decimal places). This value updates itself once every time the realm thinks. For servers, this is the server tickrate. For clients, its their current FPS.
Returns the uptime of the game/server in seconds (to at least **4** decimal places). This value updates itself once every time the realm thinks. For servers, this is the server tickrate. For clients, this is once per frame.
<note>This is **not** synchronised or affected by the game.
This will be affected by precision loss if the uptime is more than 30+(?) days, and effectively cease to be functional after 50+(?) days.
Changing the map will **not** fix it like it does with <page>Global.CurTime</page>. A server restart is necessary.</note>
You should use this function (or <page>Global.SysTime</page>) for timing real-world events such as user interaction, but not for timing game events such as animations.
See also: <page>Global.CurTime</page>, <page>Global.SysTime</page>
</description>
<realm>Shared</realm>
<rets>
<ret name="" type="number">Uptime of the game/server.</ret>
</rets>
</function>⤶
⤶
</function>
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