Inconsistent client.eye handling in BYOND Discussion
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I'm working on a sidescrolling game that uses multi-tile mobs with pixel movement; as such, animate_movement is turned off for everything. Moreover, each player does have an independent client.eye which is tracked seperately from the main mob. One of the problems of pixel movement is that it's not compatabile with client.eye; eh, I can live with that. But I'm noticing kind of an odd phenomenon; when a mob "crosses over" into the next turf and their pixel_x wraps around from positive to negative, their client.eye is supposed to move to the next turf over too. Instead of snapping to the next turf, however, their view ends up moving about 8 pixels over at this point, and then catching up as soon as they move again. Any idea what's going on?
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