public enum MoveButtonsThe buttons a player can be holding, as one field.
Remarks
A bitfield rather than a bool each, because MoveIntent goes on a wire every tick and several ticks at a time ([16](../../../docs/plan/16-networking.md) § Prediction) — eight booleans is eight bytes where eight bits will do.
The high byte is the game's. The engine names the eight verbs every game with a character has; a game needing a ninth writes (MoveButtons)(1 << 8) and gives it a name of its own. Widening this enum later would be a wire break and a scene break at once, so the room is reserved now rather than found later.
Fields and properties (10)
NoneNothing held.
JumpJump.
CrouchCrouch.
SprintSprint.
PrimaryThe primary action — fire, swing, use.
SecondaryThe secondary action.
AimAim down sights, or whatever focusing means.
InteractInteract with whatever is in front.
ReloadReload.
EngineMaskEvery bit the engine has named. Everything above it belongs to the game.
Used by (17)
- WeaponFireThirdPersonShooter
- ActionPlayerInputVixen.Engine
- CharacterAllocationTestsVixen.Physics.Tests
- CharacterMotionVixen.Physics
- CharacterMotionTestsVixen.Physics.Tests
- CharacterSceneTestsVixen.Physics.Tests
- ConstantVixen.Engine.Tests
- MoveIntentVixen.Engine
- PlayerAllocationTestsVixen.Engine.Tests
- PlayerInputTestsVixen.Engine.Tests
- PlayerMoveInputVixen.Net.Engine
- PlayerMoveInputTestsVixen.Net.Engine.Tests
- PossessionTestsVixen.Engine.Tests
- PredictedPlayerMovementTestsVixen.Net.Physics.Tests
- ScriptedVixen.Engine.Tests
- TypeRegistrationVixen.Engine
- Vixen_Engine_Players_MoveIntentSerializerVixen.Engine