Kickback pic: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
BlasterDRP (talk | contribs)
mNo edit summary
 
m Clarified confusing text
 
(4 intermediate revisions by 4 users not shown)
Line 1: Line 1:
Determines which frame the players current weapon is in. Returns a value of 0 if the weapon is idling and counts higher as the weapon animation continues. Resets to 0 after the weapon's TOTALTIME has been exceeded.
'''kickback_pic''' determines which animation frame the player's current weapon is in.  
 
The difference between this struct member and the gamevar [[weaponcount]] is that updates to this struct member will be propagated back to the hardcoded behavior, while updates to [[weaponcount]] will not.
 
Each [[tic]], the executable copies the value from this member to [[weaponcount]], i.e. "<code>[[getplayer]]<nowiki>[</nowiki>[[THISACTOR]]<nowiki>]</nowiki>.kickback_pic weaponcount</code>".
 
If '''kickback_pic''' is set to 1, then it will continue to increment and cause the currently selected weapon to fire, returning to 0 when the weapon reaches its total firing time.
 
[[Category:Player structure members]]

Latest revision as of 02:50, 18 December 2021

kickback_pic determines which animation frame the player's current weapon is in.

The difference between this struct member and the gamevar weaponcount is that updates to this struct member will be propagated back to the hardcoded behavior, while updates to weaponcount will not.

Each tic, the executable copies the value from this member to weaponcount, i.e. "getplayer[THISACTOR].kickback_pic weaponcount".

If kickback_pic is set to 1, then it will continue to increment and cause the currently selected weapon to fire, returning to 0 when the weapon reaches its total firing time.