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rollback

Rollback netcode from a script's side. The session decides each tick's inputs before the tick runs — the real one where it has arrived, a repeat of the player's last one where it has not — and input reads whichever it settled on. A tick may run more than once: when a late input contradicts a prediction, the engine restores the tick before it and simulates forward again, so anything a script does with an effect outside the simulation has to ask is_resimulating first.

2 functions, 0 constants. Scripts reach it as rollback::.

Functions

Argument kinds are the script values a call passes: node is a node handle, any a table or value of any kind, fn a callback.

functionacts onwhat it does
input(int) -> anyWhat that player is doing on the tick being simulated, real or predicted; nil outside a session or for a player it does not know.
is_resimulating() -> anyWhether this tick is a re-run of one already simulated, so a script can skip anything it must not do twice.