GetLatentEventStatus: Difference between revisions

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===Returns===
===Returns===
Returns a table with the following info or false if invalid arguments were passed:
Returns a table with the following info or false if invalid arguments were passed:
*'''tickStart:''' A number representing how many ticks until the data transfer starts (Negative means the transfer has already started)
*'''tickStart:''' A number estimating how many ticks until the data transfer starts (Negative means the transfer has already started)
*'''tickEnd:''' A number representing how many ticks until the data transfer completes
*'''tickEnd:''' A number estimating how many ticks until the data transfer completes
*'''totalSize:''' A number representing how many bytes in total this transfer will transfer
*'''totalSize:''' A number representing how many bytes in total this transfer will transfer
*'''percentComplete:''' A number between 0-100 saying how much is done
*'''percentComplete:''' A number between 0-100 saying how much is done

Revision as of 10:36, 29 January 2012

Gets the status of one queued latent event.

Syntax

Server:

table getLatentEventStatus( player thePlayer, int handle )

Client:

table getLatentEventStatus( int handle )

Required Arguments

  • thePlayer: (Only required if called on the server) The player who is receiving the event.
  • handle: A handle previous got from getLatentEventHandles.

Returns

Returns a table with the following info or false if invalid arguments were passed:

  • tickStart: A number estimating how many ticks until the data transfer starts (Negative means the transfer has already started)
  • tickEnd: A number estimating how many ticks until the data transfer completes
  • totalSize: A number representing how many bytes in total this transfer will transfer
  • percentComplete: A number between 0-100 saying how much is done

Example

--TODO

Requirements

This template will be deleted.

See Also