Revision Difference
player_manager.RunClass#512530
<function name="RunClass" parent="player_manager" type="libraryfunc">⤶
	<description>Execute a named function within the player's set class</description>⤶
	<realm>Shared</realm>⤶
	<file line="395-L405">lua/includes/modules/player_manager.lua</file>⤶
	<args>⤶
		<arg name="ply" type="Player">Player to execute function on.</arg>⤶
		<arg name="funcName" type="string">Name of function.</arg>⤶
		<arg name="arguments" type="vararg">Optional arguments. Can be of any type.</arg>⤶
	</args>⤶
	<rets>⤶
		<ret name="" type="vararg">The values returned by the called function.</ret>⤶
	</rets>⤶
</function>⤶
⤶
<example>⤶
	<description>Run the player's class 'Loadout' function when PlayerLoadout is called</description>⤶
	<code>⤶
function GM:PlayerLoadout( ply )⤶
⤶
	player_manager.RunClass( ply, "Loadout" )⤶
 ⤶
end⤶
	</code>⤶
	<output>The player's class 'Loadout' function is executed</output>⤶
⤶
</example>⤶
⤶
⤶
<example>⤶
	<description>Call a greeting function within the playerclass system.</description>⤶
	<code>⤶
local PLAYER = {}⤶
PLAYER.DisplayName = "Hooman"⤶
PLAYER.WalkSpeed = 200⤶
PLAYER.greet = function( tbl ) // create a function named 'greet'⤶
// the first argument passed is the source table⤶
// which includes the classID, the player entity, and the function itself⤶
	local ply = tbl.Player // here we extract the player entity from the table⤶
    ply:ChatPrint("Hello "..ply:Nick().." !") // tell the player⤶
end⤶
⤶
// link it to the spawn hook, so each time a player (re-)spawns, he will be greeted with a hello⤶
hook.Add("PlayerSpawn","greet",function(ply)⤶
	player_manager.RunClass( ply, "greet" )⤶
end)⤶
	</code>⤶
	<output>Hello Flowx !</output>⤶
⤶
</example>
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