3.4 KiB
⏪ Lua Reference
Globals
Globals are variables that are always exposed to the Lua API.
gMarioStates
The gMarioStates[]
table is an array from 0
to (MAX_PLAYERS - 1)
that contains a MarioState struct for each possible player.
It is indexed by the local playerIndex
, so gMarioStates[0]
is always the local player.
gNetworkPlayers
The gNetworkPlayers[]
table is an array from 0
to (MAX_PLAYERS - 1)
that contains a NetworkPlayer struct for each possible player.
It is indexed by the local playerIndex
, so gNetworkPlayers[0]
is always the local player.
gActiveMods
The gActiveMods[]
table is an array that starts at 0
, and contains a Mod struct for each active mod.
gCharacter
The gCharacter[]
table is an array from 0
to (CT_MAX - 1)
that contains a Character struct for each possible character.
gTextures
The gTextures
table contains references to textures. Listed in GlobalTextures.
gObjectAnimations
The gObjectAnimations
table contains references to object animations. Listed in GlobalObjectAnimations.
gGlobalObjectCollisionData
The gGlobalObjectCollisionData
table contains references to object collision data. Listed in GlobalObjectCollisionData.
gLakituState
gLakituState
's fields are listed in LakituState.
gLevelValues
gLevelValues
's fields are listed in LevelValues.
gBehaviorValues
gBehaviorValues
's fields are listed in BehaviorValues.
gServerSettings
gServerSettings
's fields are listed in ServerSettings.
NOTE: You should only change the fields in this struct on init, and it shouldn't be done inside of if statements or functions. Failing to follow this advice can result in desyncs.
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. Player-specific variable will desynchronize within this table since it doesn't automatically translate playerIndex
.
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.