Zwip-Zwap Zapony
Member
There are some cases where a lockon arrow/marker is shown above something, to mark it as a target. This is used to show what the target would be for the Attraction Shield/custom character homing attack, for example.
This marker is client-side, judging by the source code spawning the arrow object only for players on the local machine... but it's an object, and objects are always rendered when they exist, which causes player 1 to see player 2's arrow marker, and vice-versa, when in split-screen multi-player modes on the same machine.
I've attached an image of player 1 rightfully having a lockon marker above an enemy thanks to the Attraction Shield, but player 2 wrongfully also seeing that marker since it's an in-level object, not a HUD thing.
This marker is client-side, judging by the source code spawning the arrow object only for players on the local machine... but it's an object, and objects are always rendered when they exist, which causes player 1 to see player 2's arrow marker, and vice-versa, when in split-screen multi-player modes on the same machine.
I've attached an image of player 1 rightfully having a lockon marker above an enemy thanks to the Attraction Shield, but player 2 wrongfully also seeing that marker since it's an in-level object, not a HUD thing.