Combat (server validation)
Live source: examples/game/src/server/combat.server.clpp. Language: CL++.
This sample uses exclusive CL++:
guard/matchinstead of nested null checkssignal<Player, int> OnHitandOnHit~>Connect/OnHit.Fireobservable int combo[[server]]onWatchWorkspacespawn { task::wait(1); … }
The client never decides damage. Touched parts fire OnHit; the server prints combo and destroys the part.
#include <clpp/roblox.clh>#include <clpp/libs/sweep.clh>
struct CombatServer { Janitor janitor; signal<Player, int> OnHit; void PlayerEntered(Player player); void BindPart(BasePart part); void WatchWorkspace();};