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functions:isserver [2017/06/19 21:16] – korshun | functions:isserver [2019/08/26 04:23] (current) – removed korshun | ||
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- | ====== IsServer ====== | ||
- | {{tag> | ||
- | '' | ||
- | ===== Description ===== | ||
- | Returns true if the script is running on a server. | ||
- | |||
- | Any running instance of ZDoom that performs authoritative gameplay calculations is considered to be a server. | ||
- | |||
- | <note tip>The same instance can be both a client and a server (e.g. in singleplayer).</ | ||
- | |||
- | The following are servers: | ||
- | * A singleplayer game. | ||
- | * A server in client-server Zandronum multiplayer (but not the clients). | ||
- | * A client that is also acting as a server for other clients (this mode is not supported in Zandronum yet but other game engines have it). | ||
- | * A player in (G)ZDoom multiplayer, | ||
- | |||
- | <note important> | ||
- | |||
- | <note warning>'' | ||
- | |||
- | ===== Examples ===== | ||
- | Using [[IsClient]] and IsServer correctly ensures that your mod runs correctly in both singleplayer and multiplayer: | ||
- | < | ||
- | if (IsServer()) | ||
- | { | ||
- | // Run serverside gameplay code. | ||
- | } | ||
- | if (IsClient()) | ||
- | { | ||
- | // Draw hud, spawn effects. | ||
- | } | ||
- | </ | ||
- | |||
- | Use it to verify that serverside code is not run clientside, while not breaking singleplayer: | ||
- | < | ||
- | if (!IsServer()) | ||
- | error(" | ||
- | </ |