Kickback pic: Difference between revisions

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'''kickback_pic''' determines which animation frame the player's current weapon is in. Generally, scripts can just use the constantly updated gamevar [[weaponcount]] instead because the executable basically performs a "<code>[[getplayer]]<nowiki>[</nowiki>[[THISACTOR]]<nowiki>]</nowiki>.kickback_pic weaponcount</code>" every [[tic]].
'''kickback_pic''' determines which animation frame the player's current weapon is in. Generally, scripts can just use the constantly updated gamevar [[weaponcount]] instead because the executable basically performs a "<code>[[getplayer]]<nowiki>[</nowiki>[[THISACTOR]]<nowiki>]</nowiki>.kickback_pic weaponcount</code>" every [[tic]].
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]]
[[Category:Player structure members]]

Revision as of 09:46, 6 October 2017

kickback_pic determines which animation frame the player's current weapon is in. Generally, scripts can just use the constantly updated gamevar weaponcount instead because the executable basically performs a "getplayer[THISACTOR].kickback_pic weaponcount" every tic.

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.