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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> | ||
| - | |||
| - | ===== 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. | ||
| - | } | ||
| - | </ | ||