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Old 07-30-2017, 04:29 AM
cbk1994 cbk1994 is offline
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The idea behind join is that you can put common utility code in classes, and then "join" that code onto weapons and NPCs in order to re-use it. It's like you're copying-and-pasting the code from the class onto the weapon/NPC, but without actually duplicating it.

For example, let's say you wrote a function which reverses a string. You could put in a class called func_strings, and then join func_strings anywhere you want to call that function from.

I think maybe this old post about classes might help as well:

Quote:
Originally Posted by cbk1994 View Post
All a class does is extend a weapon or NPC. It doesn't stand on its own.

Class functions_bank
PHP Code:
function deposit(temp.amountToDeposit) {
  
// obviously this is just an example, don't actually use this
  
player.rupees -= temp.amountToDeposit;
  
player.bank += temp.amountToDeposit;

Weapon ATM
PHP Code:
function onCreated() {
  
this.join("functions_bank");
}

function 
onActionServerSide(temp.cmdtemp.amount) {
  if (
temp.cmd == "deposit") {
    
this.deposit(temp.amount);
  }
}

//#CLIENTSIDE
function ChatBar.onAction() {
  if (
ChatBar.text.starts("/deposit")) {
    
triggerServer("gui"this.name"deposit"player.chat.substring(9).trim());
  }

The example above shows a very simple use of classes.

When you use join(classname) on a weapon or an NPC, imagine the script of the class being copied and pasted into the weapon. You can't pass things to a class; classes extend an object. They aren't their own objects.
In general I don't think there's a difference between "join" and "this.join", but in some cases you have a reference to a player, NPC, or weapon, and want to join it to that. For example, it's valid to write something like findNPC("MyNPC").join("my_class");. Personally I always used the this as I think it's a bit more explicit.
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