Revision Difference
gameevent/OnRequestFullUpdate#548571
<cat>gameevent</cat>⤶
<title>OnRequestFullUpdate</title>⤶
⤶
<structure>⤶
<realm>Shared</realm>⤶
<description>⤶
Called when a player requests a full update from the server.⤶
Called Clientside when the Update is received.⤶
⤶
<note>When this event is called <page>net</page> messages will be reliably received by the client.</note>⤶
</description>⤶
<fields>⤶
<item type="string" name="networkid">The SteamID the player has. Will be `BOT` for bots and `STEAM_0:0:0` in single-player.</item>⤶
<item type="string" name="name">The <page text="name">Player:Nick</page> the player has.</item>⤶
<item type="number" name="userid">The <page text="UserID">Player:UserID</page> the player has.</item>⤶
<item type="number" name="index">The <page text="EntIndex">Entity:EntIndex</page> of the player, minus one.</item>⤶
</fields>⤶
</structure>⤶
⤶
# Examples⤶
<example>⤶
<description>Early Networking Example</description>⤶
<code>⤶
local pending_players = {}⤶
⤶
hook.Add( "PlayerInitialSpawn", "EarlyNetworking_Example", function( ply ) ⤶
pending_players[ ply:UserID() ] = true⤶
end )⤶
⤶
gameevent.Listen( "OnRequestFullUpdate" )⤶
hook.Add( "OnRequestFullUpdate", "OnRequestFullUpdate_example", function( data )⤶
local index = data.index // Same as Entity:EntIndex() minus one⤶
⤶
pending_players[ index ] = nil⤶
⤶
// Some networking here⤶
⤶
end )⤶
</code>⤶
</example>⤶
⤶
<example>⤶
<description>This is a basic template with the purpose of including all arguments / table variables to make it easily known which values can be accessed.</description>⤶
<code>⤶
gameevent.Listen( "OnRequestFullUpdate" )⤶
hook.Add( "OnRequestFullUpdate", "OnRequestFullUpdate_example", function( data )⤶
local name = data.name // Same as Player:Nick()⤶
local steamid = data.networkid // Same as Player:SteamID()⤶
local id = data.userid // Same as Player:UserID()⤶
local index = data.index // Same as Entity:EntIndex() minus one⤶
⤶
// Called when a player requests a full update from the server.⤶
⤶
end )⤶
</code>⤶
</example>