EVENT FAKEDOMOVETHINGS: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
Hendricks266 (talk | contribs) No edit summary |
||
(2 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
NOTE: This event is currently unused | NOTE: This event is currently unused by modern EDuke32, but still serves a purpose with [[NetDuke32]]. | ||
Edit 03. August 2021: In NetDuke32, this event is once again unused and hence deprecated. | |||
EVENT_FAKEDOMOVETHINGS is called whenever the game tries to predict the player's movement and position during netplay. This event can be used to predict movement in your own mods. For example, it could be used to predict movement for jump pads, low gravity sectors, or custom conveyor belt sector types. | EVENT_FAKEDOMOVETHINGS is called whenever the game tries to predict the player's movement and position during netplay. This event can be used to predict movement in your own mods. For example, it could be used to predict movement for jump pads, low gravity sectors, or custom conveyor belt sector types. | ||
Line 29: | Line 31: | ||
Best practice is to replicate the exact conditions and behavior that would result in the player being moved, using these vars instead of the usual player structure members. | Best practice is to replicate the exact conditions and behavior that would result in the player being moved, using these vars instead of the usual player structure members. | ||
[[Category:Events]] |
Latest revision as of 19:41, 14 June 2022
NOTE: This event is currently unused by modern EDuke32, but still serves a purpose with NetDuke32.
Edit 03. August 2021: In NetDuke32, this event is once again unused and hence deprecated.
EVENT_FAKEDOMOVETHINGS is called whenever the game tries to predict the player's movement and position during netplay. This event can be used to predict movement in your own mods. For example, it could be used to predict movement for jump pads, low gravity sectors, or custom conveyor belt sector types.
THISACTOR is the current player.
Relevant gamevars:
myx - Current predicted x position myy - Current predicted y position myz - Current predicted z position myxvel - Current predicted x velocity myyvel - Current predicted y velocity myzvel - Current predicted z velocity myang - Current predicted angle mycursectnum - Predicted sector number myhardlanding - Predicted hard landing myhoriz - Current predicted view pitch myhorizoff - Current predicted slope-offset view pitch myjumpingcounter - Predicted jumping counter myjumpingtoggle - Predicted jumping toggle myonground - Predicted "on ground" state myreturntocenter - Predicted "return to center" counter omyx - Last predicted x position omyy - Last predicted y position omyz - Last predicted z position omyang - Last predicted angle omyhoriz - Last predicted view pitch omyhorizoff - Last predicted slope-offset view pitch
Best practice is to replicate the exact conditions and behavior that would result in the player being moved, using these vars instead of the usual player structure members.