Client Exports
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exports['5code-recognition']:<Name>(...)Client exports answer from what the player's own game already knows. They never ask the server anything, and they never reveal more than the player's own character knows.
Occasional calls — a command, a menu, one chat line — are fine.
Reading
| Export | Signature | Returns |
|---|---|---|
IsScanning | () | boolean |
IsRecognized | (targetServerId, minPct?) | boolean |
GetRecognitionLabel | (targetServerId, minPct?) | string | nil |
GetRecognition | (targetServerId) | nil | RecognitionInfo |
IsFaceHidden | () | boolean — your own face |
IsHudVisible | () | boolean |
minPct defaults to Config.Scoring.ActThreshold (80). RecognitionInfo is
described on Server Exports; on the client
the label already contains the street names the player's game knows.
if exports['5code-recognition']:IsRecognized(sid) then
print(exports['5code-recognition']:GetRecognitionLabel(sid))
endThe HUD
| Export | Signature | Does |
|---|---|---|
SetHudVisible | (visible, reason?) | Hide or show our HUD |
SetHudPosition | (x, y) | Move it (0–1 of the screen, saved on the player's machine) |
OpenHudSettings | () | Open the HUD settings |
SetHudVisible keeps a list of reasons: the HUD comes back only when every
reason that hid it has shown it again. Pass your own resource name as the reason
so two scripts hiding the HUD do not fight:
-- opening your phone
exports['5code-recognition']:SetHudVisible(false, 'my_phone')
-- closing it
exports['5code-recognition']:SetHudVisible(true, 'my_phone')The default reason is 'external'.
Actions
| Export | Signature | Does |
|---|---|---|
OpenMirrorCheck | () | Open the mirror card |
StartScan | (targetServerId) | Start a scan — the server checks it exactly as it would a key press |
Introduce | (targetServerId?) | Open the introduce input; defaults to the person in front of you |
These are for menus and target scripts. StartScan grants nothing: distance,
facing, line of sight, limits and cooldowns are all checked on the server.
Reporting to us
| Export | Signature | Does |
|---|---|---|
ReportLabMatch | (data{evidenceType, identifier, source}) | Report a lab match from a client-side evidence script |
ReportDeathSignal | (kind, data?) | Report a death signal — kind is 'down', 'revived' or 'respawned' |
See also
- Events —
onRecognitionChanged, the per-frame-safe path - Server Exports