Movesector: Difference between revisions

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Created page with "'''movesector''' <sprite ID> A function commonly called by the game code for moving sectors in X and Y axes (but not Z) during events such as earthquakes, rotating sectors, swinging doors and escalators. The sprite ID and it's xvel and yvel will determine the new x-y and the rotation angle can be accessed through EVENT_MOVESECTOR. Source code says that sprite's T1, T2 and T3 are used, where T2 is originIdx, T3 for rotateAngle but nothing for T1."
 
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The sprite ID and it's xvel and yvel will determine the new x-y and the rotation angle can be accessed through [[EVENT_MOVESECTOR]].
The sprite ID and it's xvel and yvel will determine the new x-y and the rotation angle can be accessed through [[EVENT_MOVESECTOR]].


Source code says that sprite's T1, T2 and T3 are used, where T2 is originIdx, T3 for rotateAngle but nothing for T1.
Source code says that sprite's T1, T2 and T3 are used.
T2 is originIdx, T3 for rotateAngle however nothing seems evident for T1.

Revision as of 08:24, 5 July 2025

movesector <sprite ID>

A function commonly called by the game code for moving sectors in X and Y axes (but not Z) during events such as earthquakes, rotating sectors, swinging doors and escalators.

The sprite ID and it's xvel and yvel will determine the new x-y and the rotation angle can be accessed through EVENT_MOVESECTOR.

Source code says that sprite's T1, T2 and T3 are used. T2 is originIdx, T3 for rotateAngle however nothing seems evident for T1.