class ScriptRPCSource
ScriptRPC › ParamsWriteContext
Constructors 2
void ScriptRPC()Referenced by InventoryInputUserData.SendServerInventoryCheck(), MissionGameplay.SendMuteListToServer(), MissionServer.SyncRespawnModeInfo()
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, NotificationSystem.SendNotificationToPlayerIdentity(), NotificationSystem.SendNotificationToPlayerIdentityExtended(), PluginRemotePlayerDebugClient.RequestPlayerInfo(), PluginRemotePlayerDebugServer.SendDebug(), PluginUniversalTemperatureSourceClient.RequestUniversalTemperatureSources(), PluginUniversalTemperatureSourceServer.SendDebug(), ScriptConsoleItemsTab.SpawnPreset(), and VirtualHud.SendRPC()void ~ScriptRPC()Methods 2
proto native void Reset()proto native void Send(Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient = NULL)Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients. Do not reset ScriptRPC internal state, so if is Send called multiple times in a row, it sends same (previously written) data again and again, until is Reset() called.
target- object on which remote procedure is called, when NULL, RPC is evaluated by CGame as global
rpc_type- user defined identification of RPC
recipient- specified client to send RPC to. If NULL, RPC will be send to all clients (specifying recipient increase security and decrease network traffic)
Referenced by InventoryInputUserData.SendServerInventoryCheck(), MissionGameplay.SendMuteListToServer(), MissionServer.SyncRespawnModeInfo()