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47 lines
1.9 KiB
Markdown
47 lines
1.9 KiB
Markdown
## [:rewind: Lua Reference](lua.md)
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# Globals
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Globals are variables that are always exposed to the Lua API.
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<br />
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## [gMarioStates](#gMarioStates)
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The `gMarioStates[]` table is an array from `0` to `(MAX_PLAYERS - 1)` that contains a [MarioState](structs.md#MarioState) struct for each possible player.
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It is indexed by the local `playerIndex`, so `gMarioStates[0]` is always the local player.
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[:arrow_up_small:](#)
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<br />
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## [gNetworkPlayers](#gNetworkPlayers)
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The `gNetworkPlayers[]` table is an array from `0` to `(MAX_PLAYERS - 1)` that contains a [NetworkPlayer](structs.md#NetworkPlayer) struct for each possible player.
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It is indexed by the local `playerIndex`, so `gNetworkPlayers[0]` is always the local player.
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[:arrow_up_small:](#)
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<br />
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## [gCharacter](#gCharacter)
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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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[:arrow_up_small:](#)
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<br />
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## [gGlobalSyncTable](#gGlobalSyncTable)
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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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[:arrow_up_small:](#)
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<br />
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## [gPlayerSyncTable](#gPlayerSyncTable)
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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.
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It is indexed by the local `playerIndex`, so `gPlayerSyncTable[0]` is always for the local player.
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The underlying networking system will automatically translate the local `playerIndex` so that the field is set for the correct player.
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[:arrow_up_small:](#)
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