Horiz: Difference between revisions
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Helixhorned (talk | contribs) changed the wording a bit... i find it somewhat strange speak of a "radius" in the context of a tangent. |
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The '''horiz''' member of the player structure controls the angle at which the player is looking up or down. A value of 100 equates to looking straight ahead; 299 is looking all the way up and -99 is looking all the way down. | The '''horiz''' member of the player structure controls the angle at which the player is looking up or down. A value of 100 equates to looking straight ahead; 299 is looking all the way up and -99 is looking all the way down. | ||
Similar to floor/ceiling slopes, the value for horiz represents the tangent of an angle, rather than the angle itself | Similar to floor/ceiling slopes, the value for horiz represents the tangent of an angle, rather than the angle itself. A horiz difference of 128 corresponds to a tangent difference of one. | ||
gamevar TEMP 0 0 | gamevar TEMP 0 0 | ||
Revision as of 12:04, 14 April 2012
The horiz member of the player structure controls the angle at which the player is looking up or down. A value of 100 equates to looking straight ahead; 299 is looking all the way up and -99 is looking all the way down.
Similar to floor/ceiling slopes, the value for horiz represents the tangent of an angle, rather than the angle itself. A horiz difference of 128 corresponds to a tangent difference of one.
gamevar TEMP 0 0
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
ifhitspace // slowly angle the player's view downwards when use is held
{
getplayer[THISACTOR].horiz TEMP
ifvarg TEMP -99
addvar TEMP -1
setplayer[THISACTOR].horiz TEMP
}
ifaction 0
action PSTAND
...