EVENT GAME: Difference between revisions

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[[onevent]] code for EVENT_GAME is executed every tick by every actor in the game. The gamevar [[THISACTOR]] refers to the ID of the actor executing the code. Thus, it takes the value of each actor in the game.
{{EventTable|1=EVENT_GAME|2=closest player to sprite|3=current sprite|4=0 values}}
EVENT_GAME is a [[EDuke32_event_list|Game Event]].
 
This [[event]] is triggered once per tic per sprite in the game, if and only if said sprite does not have [[spriteflags|SFLAG_NOEVENTS]] set. The gamevar [[THISACTOR]] is the current spriteNum, while the current player is the closest player to said sprite.
 
This event occurs after [[EVENT_PREGAME]], and after [[EVENT_WORLD]]. Furthermore, it occurs after all engine code pertaining to sprites and actors, such as <code>MoveActors()</code>, <code>MovePlayers()</code>,<code>MoveFallers()</code> etc. has executed. The event also occurs after all CON code defined using [[actor]] or [[useractor]], while [[EVENT_PREGAME]] is processed before.
Therefore, EVENT_GAME can be used to override these effects.
 
Unlike [[actor]] or [[useractor]], EVENT_GAME and EVENT_PREGAME are triggered the same tic the sprite is loaded/spawned, but are processed after [[EVENT_LOADACTOR]] or [[EVENT_EGS]].
 
[[Category:Events]]

Latest revision as of 01:08, 5 February 2022

Event ID player# THISACTOR RETURN
EVENT_GAME closest player to sprite current sprite 0 values

EVENT_GAME is a Game Event.

This event is triggered once per tic per sprite in the game, if and only if said sprite does not have SFLAG_NOEVENTS set. The gamevar THISACTOR is the current spriteNum, while the current player is the closest player to said sprite.

This event occurs after EVENT_PREGAME, and after EVENT_WORLD. Furthermore, it occurs after all engine code pertaining to sprites and actors, such as MoveActors(), MovePlayers(),MoveFallers() etc. has executed. The event also occurs after all CON code defined using actor or useractor, while EVENT_PREGAME is processed before. Therefore, EVENT_GAME can be used to override these effects.

Unlike actor or useractor, EVENT_GAME and EVENT_PREGAME are triggered the same tic the sprite is loaded/spawned, but are processed after EVENT_LOADACTOR or EVENT_EGS.