Difference between revisions of "Latched"

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{{Latched}}
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{{LatchedTable}}
  
 
Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck.
 
Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging [[infiniteheight]] from 0 to 1 while one player is atop another might cause both to get stuck.
  
 
Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change.
 
Latched variables are indicated with an 'L' in the [[cvarlist]] command. Many latched variables are also [[severinfo]] variables which are transmitted to the clients upon connection and during every map change.

Revision as of 06:06, 31 March 2006

Template:LatchedTable

Latched variables only take effect after a map change. Some variables have this status because it does not make sense for them to be changed during an active game. For example, chaging infiniteheight from 0 to 1 while one player is atop another might cause both to get stuck.

Latched variables are indicated with an 'L' in the cvarlist command. Many latched variables are also severinfo variables which are transmitted to the clients upon connection and during every map change.