pXent_movechar(ENTITY* entity, VECTOR* vPos, ANGLE* aRot, var jump);

With this Function you can move/rotate a character controller (special Actor), that was created with pXent_settype( entity, PH_CHAR, PH_BOX or PH_CAPSULE). The jump value defines the height of your jump, NULL for no jumping.

Parameters:

entity

registered Entity pointer ( character controller )

Vpos

vector that moves the character (offset vector)

aRot

angle that rotates the character (default: nullvector)

jump

let the character jump; the value defines the height.


Returns:

1 if successful, 0 otherwise.

Remarks:

Speed:

Fast

Examples:

...
pXent_settype( entity, PH_CHAR, PH_CAPSULE);
...
move_char();
}

...
function move_char() { if(!character)return; pFocus=character; VECTOR* mov = vector(0,0,0); var jump=0; if(key_space)jump=80; if(key_w)mov.x= 8; if(key_s)mov.x=-8; if(key_a)mov.y= 8; if(key_d)mov.y=-8; vec_rotate(mov,camera.pan); mov.z=0; // must be set, because vec_rotate sets mov.z when the camera looks up/down. pXent_movechar(character, mov, nullvector, jump); }

See also:

pXent_moveglobal, pXent_settype