Hi, this is how I understand events work:

The c_move function performs the movement and collision,
it sets the value of event_type and waits to the next loop cycle, in the next loop cycle the event function is started, acording to the event_type.

If this is truth, then all values passed in the event function are 1 tick old.

Is there a way of calling the event function in the same loop cycle the collision detection determined the event_type?

My problem is that I want the user entity to move and push another entity, It would be only passing the velocity vector of the collider to the velicity vector of the other, but these vectors then have 1 frame delay, showing a similar mistake when you try to atach one entity before the movement.

Please help, I even tried to set the pushed function after the move instruction, sending a skill as a trigger, but didnt worked.