It sounds simple enough. My first thought was GetThingVel, coupled with VectorY would get me what I wanted. Rbots even used this code for jump determination.
However, It appears after some testing that while that does get the velocity of a thing...it doesn't actually get the velocity relative to the things look vector. Rather, the velocity is just relative to the map coordinates. (which, really, is what it should do. :P)
With the player is cake. You just use GetThingThrust(). But Actors do not have thrust in this manner. All values of the actors thrust return 0 so they aren't useful here.
I'm going to play with it some more...maybe some of the code in force_farsight will provide some direction.
However, It appears after some testing that while that does get the velocity of a thing...it doesn't actually get the velocity relative to the things look vector. Rather, the velocity is just relative to the map coordinates. (which, really, is what it should do. :P)
With the player is cake. You just use GetThingThrust(). But Actors do not have thrust in this manner. All values of the actors thrust return 0 so they aren't useful here.
I'm going to play with it some more...maybe some of the code in force_farsight will provide some direction.
-El Scorcho
"Its dodgeball time!" -Stormy Waters
"Its dodgeball time!" -Stormy Waters