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GlobalVars

Provides access to CGlobalVars (engine global variables such as curtime, tickcount, etc.).

public static class GlobalVars

Namespace: DeadworksManaged.Api
Source: GlobalVars.cs#L8

Properties​

GlobalVars.IsValid​

Whether the global vars pointer is currently available.

Signature

public static bool IsValid { get; }

Source: GlobalVars.cs#L38

GlobalVars.RealTime​

Absolute time (per frame, not high-precision). Use for render-related timing.

Signature

public static float RealTime { get; }

Source: GlobalVars.cs#L41

GlobalVars.FrameCount​

Absolute frame counter - continues to increase even if game is paused.

Signature

public static int FrameCount { get; }

Source: GlobalVars.cs#L44

GlobalVars.AbsoluteFrameTime​

Non-paused frame time.

Signature

public static float AbsoluteFrameTime { get; }

Source: GlobalVars.cs#L47

GlobalVars.MaxClients​

Maximum number of connected clients.

Signature

public static int MaxClients { get; }

Source: GlobalVars.cs#L50

GlobalVars.CurTime​

Current server simulation time.

Signature

public static float CurTime { get; }

Source: GlobalVars.cs#L53

GlobalVars.FrameTime​

Time spent on the last server frame.

Signature

public static float FrameTime { get; }

Source: GlobalVars.cs#L56

GlobalVars.InSimulation​

Whether the engine is currently in simulation (not rendering).

Signature

public static bool InSimulation { get; }

Source: GlobalVars.cs#L59

GlobalVars.TickCount​

Simulation tick count - does not increase when game is paused.

Signature

public static int TickCount { get; }

Source: GlobalVars.cs#L62

GlobalVars.SubtickFraction​

Subtick fraction for the current movement processing.

Signature

public static float SubtickFraction { get; }

Source: GlobalVars.cs#L65

GlobalVars.IntervalPerTick​

Simulation tick interval (seconds per tick).

Signature

public static float IntervalPerTick { get; }

Source: GlobalVars.cs#L68