CyberM.time

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime1 functionMarkdown

monotonic

SHARED

CyberM.time.monotonic()

Monotonic clock, in milliseconds.

Never goes backwards, unlike wall-clock time: this is the one to measure a duration with.

Returns

  • number

Registered in ResourceHost.cpp as LuaMonotonic (line 6513).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt