PumpCharacterUpdate() works from lua to client, read more
There was a bug in the entity API, where getMotion() was pushing the origin instead of the motion. This has been corrected. Since this is an important bug, and because the features for this leg is finished, I'll merge this to master.
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@@ -4,6 +4,7 @@ mapMaker = require("map_maker")
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mapSaver = require("map_saver")
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roomSystem = require("room_system")
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characterSystem = require("character_system")
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networkSystem = require("network")
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local function dumpTable(t)
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print(t)
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@@ -18,12 +19,19 @@ roomSystem.RoomManager.SetOnCreate(function(room, index)
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--called ~60 times per second
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roomSystem.Room.SetOnTick(room, function(room)
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--[[
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local character = characterSystem.CharacterManager.GetCharacter("handle")
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if character ~= nil then
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--debugging
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local x, y = characterSystem.Character.GetOrigin(character)
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print("character.Origin(x, y): ", x, y)
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local originX, originY = characterSystem.Character.GetOrigin(character)
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local motionX, motionY = characterSystem.Character.GetMotion(character)
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if motionY < 0 then
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characterSystem.Character.SetMotion(character, motionX, 0)
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networkSystem.PumpCharacterUpdate(character)
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print("Sending: ", motionX, motionY)
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end
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end
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--]]
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end)
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end)
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