/
MultiplayerAPI_RPCMode.hx
52 lines (43 loc) · 2.04 KB
/
MultiplayerAPI_RPCMode.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
@:native("Godot.MultiplayerAPI.RPCMode")
@:csNative
extern enum MultiplayerAPI_RPCMode {
/**
Used with `godot.Node.rpcConfig` or `godot.Node.rsetConfig` to disable a method or property for all RPC calls, making it unavailable. Default for all methods.
**/
Disabled;
/**
Used with `godot.Node.rpcConfig` or `godot.Node.rsetConfig` to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the `remote` keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or puppets.
**/
Remote;
/**
Used with `godot.Node.rpcConfig` or `godot.Node.rsetConfig` to set a method to be called or a property to be changed only on the network master for this node. Analogous to the `master` keyword. Only accepts calls or property changes from the node's network puppets, see `godot.Node.setNetworkMaster`.
**/
Master;
/**
Used with `godot.Node.rpcConfig` or `godot.Node.rsetConfig` to set a method to be called or a property to be changed only on puppets for this node. Analogous to the `puppet` keyword. Only accepts calls or property changes from the node's network master, see `godot.Node.setNetworkMaster`.
**/
Puppet;
/**
Deprecated. Use `godot.MultiplayerAPI_RPCMode.puppet` instead. Analogous to the `slave` keyword.
**/
Slave;
/**
Behave like `godot.MultiplayerAPI_RPCMode.remote` but also make the call or property change locally. Analogous to the `remotesync` keyword.
**/
Remotesync;
/**
Deprecated. Use `godot.MultiplayerAPI_RPCMode.remotesync` instead. Analogous to the `sync` keyword.
**/
Sync;
/**
Behave like `godot.MultiplayerAPI_RPCMode.master` but also make the call or property change locally. Analogous to the `mastersync` keyword.
**/
Mastersync;
/**
Behave like `godot.MultiplayerAPI_RPCMode.puppet` but also make the call or property change locally. Analogous to the `puppetsync` keyword.
**/
Puppetsync;
}