Revision Difference
gameevent/OnRequestFullUpdate#549871
<cat>gameevent</cat>
<title>OnRequestFullUpdate</title>
<structure>
<realm>Shared and Menu</realm>
<description>
Called when a player requests a full update from the server.
Called Clientside when the Update is received or when another player requested a full update.
<note>When this event is called <page>net</page> messages will be reliably received by the client.</note>⤶
<note>⤶
When this event is called <page>net</page> messages will be reliably received by the client. ⤶
This gameevent is called twice for the player, because it is first called serverside and networked, but then also called clientside.⤶
</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>