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.  
 
The difference between this struct member and the gamevar [[weaponcount]] is that updates to this struct member will be propagated back to the hardcoded behavior, while updates to [[weaponcount]] will not.
 
Each [[tic]], the executable copies the value from this member to [[weaponcount]], i.e. "<code>[[getplayer]]<nowiki>[</nowiki>[[THISACTOR]]<nowiki>]</nowiki>.kickback_pic weaponcount</code>".


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.
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]]

Latest revision as of 02:50, 18 December 2021

kickback_pic determines which animation frame the player's current weapon is in.

The difference between this struct member and the gamevar weaponcount is that updates to this struct member will be propagated back to the hardcoded behavior, while updates to weaponcount will not.

Each tic, the executable copies the value from this member to weaponcount, i.e. "getplayer[THISACTOR].kickback_pic weaponcount".

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.