Movesprite: Difference between revisions

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''This page is incomplete. Please help us by filling in additional information.''
''This page is incomplete. Please help us by filling in additional information.''


movesprite gives the capability to move an [[actor]] along an arbitrary x, y, or z velocity and adjust the [[clipmask]] used, thereby changing what the actor will collide with. The variable <returnvar> will equal [[htmovflag]], which will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.
movesprite gives the capability to move an [[actor]] along an arbitrary x, y, or z velocity and adjust the [[clipmask]] used, thereby changing what the actor will collide with. The variable <returnvar> will equal [[htmovflag]], which will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. <s>Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.</s>


'''Critical notes:''' It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and [[move]] commands do not mix well. You are likely to get unintended results.
'''Critical notes:''' It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and [[move]] commands do not mix well. You are likely to get unintended results.

Revision as of 04:19, 20 May 2013

movesprite <sprite id> <xvel> <yvel> <zvel> <clipmask> <returnvar>

This page is incomplete. Please help us by filling in additional information.

movesprite gives the capability to move an actor along an arbitrary x, y, or z velocity and adjust the clipmask used, thereby changing what the actor will collide with. The variable <returnvar> will equal htmovflag, which will be either 0 or the id of what was hit. This is sectioned by different areas of the struct. Add 16384 to <returnvar> to get the result of the sprite structure member that may have been hit for example.

Critical notes: It is possible that <zvel> will be non-functional unless "fall" is called immediately before movesprite. Also movesprite and move commands do not mix well. You are likely to get unintended results.