Where's the onfire code
by Interface · in Torque Game Engine · 03/27/2007 (10:37 pm) · 0 replies
This is nothing that's keeping me from doing anything, it just drove me crazy i couldn't figure this out.
in the default.bind.cs
function mouseFire(%val)
{
$mvTriggerCount0++;
}
moveMap.bind( mouse, button0, mouseFire );
i found the triggercount array in the engine code, but now i was trying to find where the actual ::onfire of the weapon in the script is being called. It is late, i'm off to bed, but totally frustrated i wasn't able to find it.
So, how does the mvtriggercount0++ lead to the onfire event in the scripts? I was actually looking at the inventory system in the start.fps when i asked myself this question.
in the default.bind.cs
function mouseFire(%val)
{
$mvTriggerCount0++;
}
moveMap.bind( mouse, button0, mouseFire );
i found the triggercount array in the engine code, but now i was trying to find where the actual ::onfire of the weapon in the script is being called. It is late, i'm off to bed, but totally frustrated i wasn't able to find it.
So, how does the mvtriggercount0++ lead to the onfire event in the scripts? I was actually looking at the inventory system in the start.fps when i asked myself this question.
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