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#L39
GlobalVars.RealTime
Absolute time (per frame, not high-precision). Use for render-related timing.
Signature
public static float RealTime { get; }
Source: GlobalVars.cs#L42
GlobalVars.FrameCount
Absolute frame counter - continues to increase even if game is paused.
Signature
public static int FrameCount { get; }
Source: GlobalVars.cs#L45
GlobalVars.AbsoluteFrameTime
Non-paused frame time.
Signature
public static float AbsoluteFrameTime { get; }
Source: GlobalVars.cs#L48
GlobalVars.MaxClients
Maximum number of connected clients.
Signature
public static int MaxClients { get; }
Source: GlobalVars.cs#L51
GlobalVars.CurTime
Current server simulation time.
Signature
public static float CurTime { get; }
Source: GlobalVars.cs#L54
GlobalVars.FrameTime
Time spent on the last server frame.
Signature
public static float FrameTime { get; }
Source: GlobalVars.cs#L57
GlobalVars.InSimulation
Whether the engine is currently in simulation (not rendering).
Signature
public static bool InSimulation { get; }
Source: GlobalVars.cs#L60
GlobalVars.TickCount
Simulation tick count - does not increase when game is paused.
Signature
public static int TickCount { get; }
Source: GlobalVars.cs#L63
GlobalVars.SubtickFraction
Subtick fraction for the current movement processing.
Signature
public static float SubtickFraction { get; }
Source: GlobalVars.cs#L66
GlobalVars.IntervalPerTick
Simulation tick interval (seconds per tick).
Signature
public static float IntervalPerTick { get; }
Source: GlobalVars.cs#L69