Whenever the tick function is called, the object you passed in at registration time will be available for use.
I personally use this most often in my player-moving functions. Update their animations, do some hackish checks against user input, and move the object around, all without having to "find" the player first.
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orxClock_Register( Clock Object, Tick Function, <ItemGoesHere>, Module ID, Clock Priority );
Whenever the tick function is called, the object you passed in at registration time will be available for use.
I personally use this most often in my player-moving functions. Update their animations, do some hackish checks against user input, and move the object around, all without having to "find" the player first.