EVENT PREGAME: Difference between revisions
Hendricks266 (talk | contribs) No edit summary |
Doom64hunter (talk | contribs) m Previous author just copy pasted the EVENT_GAME text and forgot to edit it, wtf? |
||
| (One intermediate revision by one other user not shown) | |||
| Line 1: | Line 1: | ||
EVENT_PREGAME is a [[ | {{EventTable|1=EVENT_PREGAME|2=closest player to sprite|3=current sprite|4=0 values}} | ||
EVENT_PREGAME is a [[EDuke32_event_list|Game Event]]. | |||
This [[event]] is triggered once per tic per sprite in the game. | 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_PREWORLD]], but before any of the engine code pertaining to sprites and actors, such as <code>MoveActors()</code>, <code>MovePlayers()</code>,<code>MoveFallers()</code> etc. has executed. It also occurs before all CON code defined using [[actor]] or [[useractor]]. | |||
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]]. | |||
One potential use specifically for EVENT_PREGAME is to examine struct values which are clobbered by commands such as [[ifhitweapon]]/[[ifwasweapon]] | One potential use specifically for EVENT_PREGAME is to examine struct values which are clobbered by commands such as [[ifhitweapon]]/[[ifwasweapon]]. | ||
[[Category:Events]] | [[Category:Events]] | ||
Latest revision as of 01:08, 5 February 2022
| Event ID | player# | THISACTOR | RETURN | |
|---|---|---|---|---|
| EVENT_PREGAME | closest player to sprite | current sprite | 0 values |
EVENT_PREGAME 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_PREWORLD, but before any of the engine code pertaining to sprites and actors, such as MoveActors(), MovePlayers(),MoveFallers() etc. has executed. It also occurs before all CON code defined using actor or useractor.
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.
One potential use specifically for EVENT_PREGAME is to examine struct values which are clobbered by commands such as ifhitweapon/ifwasweapon.