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 | 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.