Htcgg: Difference between revisions

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'''htcgg''' is a member of the sprite structure. Its only actual use in the game's source code is in this block from the handling of the [[fall]] command:
'''htcgg''' is a member of the sprite structure. It's used in the handling of the [[fall]] command:


                 if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
                 if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].[[floorstat]]&2))
                 {
                 {
                     A_GetZLimits(vm.g_i);
                     A_GetZLimits(vm.g_i);
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                 }
                 }


'''''TODO:''''' What does "cgg" stand for? The source code does not say.
This variable apparently controls a game optimization which causes the z-limits used to simulate actor falling to be updated every four game tics instead of constantly recalculating them every tic.


[[Category:Sprite structure members]]
[[Category:Sprite structure members]]

Latest revision as of 15:02, 28 October 2015

htcgg is a member of the sprite structure. It's used in the handling of the fall command:

               if (!actor[vm.g_i].cgg-- || (sector[vm.g_sp->sectnum].floorstat&2))
               {
                   A_GetZLimits(vm.g_i);
                   actor[vm.g_i].cgg = 3;
               }

This variable apparently controls a game optimization which causes the z-limits used to simulate actor falling to be updated every four game tics instead of constantly recalculating them every tic.