documentation for once

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bgkillas 2025-02-24 13:37:00 -05:00
parent 23c48b3ba5
commit 507bd27134

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@ -25,3 +25,26 @@ end
return module
-- Real implementation examples:
-- https://github.com/Conga0/Apotheosis/pull/45/commits/ebc4544a3614736d6e394a953ba58fa229e6aa81x
-- tags:
-- player_unit, only on the local player, besides when a client fires a wand, just for the fire function
-- ew_peer, on all players when not polied, unless notplayer(dead player in local health)
-- ew_client, on all players besides your own, always
-- ew_synced, syncs an entity that isn't synced otherwise, needed before next preupdate loop after entity is spawned
-- ew_synced_var, syncs a variable storage component by name, needs to be on a synced entity
-- ew_no_enemy_sync, dont sync an entity that would be synced otherwise, needed before next preupdate loop after entity is spawned
-- ew_des, denotes if entity is synced by des, if unloaded and reloaded the entity will be culled on next preupdate loop
-- ew_des_lua, on some lua components related to des
-- ew_immortal, on some entitys you dont have auth over to fix damage numbers
-- ew_notplayer, on notplayer
-- ew_ghost_rnd, for something to sync perk ghosts rng
-- ew_projectile_position_sync, syncs a projectile by des
-- var components(by name not tag):
-- ew_peer_id, on all peers, contains peerid in value_string
-- ew_gid_lid, on all* synced entitys by des, value_string has gid(constant across reload),
-- value_int has lid(constant across clients but not reload),
-- value_bool is true iff you have authority over entity
-- ew_frame_num, on mom or perk ghosts to sync position nicely
-- ew_rng, on some entitys(dice) to sync rng
-- ew_transmutation, on certain spells to sync rng