player.StartStream();
player.StreamInt(CLIENT_STREAMS.SelectClass);
player.StreamByte(1);
player.FlushStream(true);
player.StartStream();
player.StreamInt(CLIENT_STREAMS.UpdateClass);
player.StreamString("Sasuke");
player.StreamString("Sakura Chan");
player.FlushStream(true);
function Server::ServerData(stream)
{
local identifier = stream.ReadInt();
switch (identifier)
{
case ServerDataType.SelectClass:
Binarify(stream.ReadByte()) ? SpawnScreenLabel.Create() : SpawnScreenLabel.Destroy();
break;
case ServerDataType.UpdateClass:
SpawnScreenLabel.LabelValueTeam = stream.ReadString();
SpawnScreenLabel.LabelValueSkin = stream.ReadString();
break;
default:
Console.Print("[#33CC33]System internal [#FFFFFF]| [#FF0000]Error: [#FFFFFF]Unrecognized stream identifier [#33CC33]" + type + "[#FFFFFF].")
break;
}
}
Nothing happens. Console.Print doesn't output anything when made to test if Server::ServerData is being called.
Solved. Apparently, you can't define events after Script::ScriptLoad in client side scripts.