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Junky
05-11-2011, 07:00 PM
Hi,

First of all I have to say that my English is not very good. I watch how replication move works for a few days.
I have a question realated to savemove. I want to add new player movement, but I see that savemove:CompressedFlags returns a byte. It use 7 bits of 8. And I don't want to delete existens movements. How can I add more than one new movement?
I have to rewrite ReplicateMove and other realted functions to work with more movements?

I hop that can be understand.

Thanks.

Junky
05-12-2011, 08:13 AM
No one knows the answer?

I'm thinking to change compressedflags type from byte to struct of two bytes or to int.

I don't like very much this solution, and I think there esixts a nicer idea (but I don't know it).

Any help will be apprecitated,

Thanks

meganaut
05-12-2011, 04:31 PM
Probably it would be best to extend the class replicatemove exists in then override taht function.

That way you can save the previous location if you want in the start of the overridden method..

then just call super.ReplicateMove(..whatever...); to go to normal functionality..

-Mega

Junky
05-13-2011, 10:32 AM
I don't think that I understund you well. If I override the function I run in the same problem becouse I will have byte type compressed flags no?

Maybe you say that I implement a new function and inside this function calls super...() ? But I will run in the same problem, byte compressed flags....