How do XY offsets work in codepointers?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
- Location: On the hunt
How do XY offsets work in codepointers?
As far as I'm aware, X and Y offsets are different numbers, yet in code pointers like A_CustomMissile, both are rperesented by one number. Furthurmore, what units are these offsets in? If anyone could shed light on this topic, It would really be helpful.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
- Location: On the hunt
Yah, I understand the theory behind it. I'm taking about effects like the Cyberdemon firing missiles from his arm, off center. Most likely, as far as my experements have demonstrated, the number that is XY offset is just X offset. If you want to use a Y offset, you can just alter the missile's spawnheight.
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Deathsong12
- Posts: 1083
- Joined: Sat May 07, 2005 1:29 pm
- Location: On the hunt
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- solarsnowfall
- Posts: 1581
- Joined: Thu Jun 30, 2005 1:44 am