sm64coopdx/docs/lua/globals.md

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## [:rewind: Lua Reference](lua.md)
# Globals
Globals are variables that are always exposed to the Lua API.
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## [gMarioStates](#gMarioStates)
The `gMarioStates[]` table is an array from `0` to `(MAX_PLAYERS - 1)` that contains a [MarioState](structs.md#MarioState) struct for each possible player.
It is indexed by the local `playerIndex`, so `gMarioStates[0]` is always the local player.
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## [gNetworkPlayers](#gNetworkPlayers)
The `gNetworkPlayers[]` table is an array from `0` to `(MAX_PLAYERS - 1)` that contains a [NetworkPlayer](structs.md#NetworkPlayer) struct for each possible player.
It is indexed by the local `playerIndex`, so `gNetworkPlayers[0]` is always the local player.
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## [gCharacter](#gCharacter)
The `gCharacter[]` table is an array from `0` to `(CT_MAX - 1)` that contains a [Character](structs.md#Character) struct for each possible character.
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## [gTextures](#gTextures)
The `gTextures` table contains references to textures. Listed in [GlobalTextures](structs.md#GlobalTextures).
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## [gObjectAnimations](#gObjectAnimations)
The `gObjectAnimations` table contains references to object animations. Listed in [GlobalObjectAnimations](structs.md#GlobalObjectAnimations).
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## [gGlobalObjectCollisionData](#gGlobalObjectCollisionData)
The `gGlobalObjectCollisionData` table contains references to object collision data. Listed in [GlobalObjectCollisionData](structs.md#GlobalObjectCollisionData).
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## [gGlobalSyncTable](#gGlobalSyncTable)
The `gGlobalSyncTable` is a table used for networking. Any field set inside of this table is automatically synchronized with all other clients. Do not use this table for player-specific variables, keep those in [gPlayerSyncTable](#gPlayerSyncTable). Player-specific variable will desynchronize within this table since it doesn't automatically translate `playerIndex`.
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## [gPlayerSyncTable](#gPlayerSyncTable)
The `gPlayerSyncTable[]` is an array from 0 to `(MAX_PLAYERS - 1)` that is used for networking. Any field set inside of this table is automatically synchronized with all other clients.
It is indexed by the local `playerIndex`, so `gPlayerSyncTable[0]` is always for the local player.
The underlying networking system will automatically translate the local `playerIndex` so that the field is set for the correct player.
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