Xonotic
anim.qc
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1 #include "anim.qh"
2 
6 void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
7 {
8  if (!anim) return; // no animation was given to us! We can't use this.
9 
10  if (anim.x == e.animstate_startframe)
11  {
12  if (anim.y == e.animstate_numframes)
13  {
14  if (anim.z == e.animstate_framerate)
15  {
16  if (!restart) return;
17  if (anim.y == 1) // ZYM animation
19  }
20  }
21  }
22  e.animstate_startframe = anim.x;
23  e.animstate_numframes = anim.y;
24  e.animstate_framerate = anim.z;
25  e.animstate_starttime = time - 0.1 * frametime; // shift it a little bit into the past to prevent float inaccuracy hiccups
26  e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
27  e.animstate_looping = looping;
28  e.animstate_override = override;
29  e.frame = e.animstate_startframe;
30  e.frame1time = time;
31 }
32 
37 {
38  if (time >= e.animstate_endtime)
39  {
40  if (e.animstate_looping)
41  {
42  e.animstate_starttime = e.animstate_endtime;
43  e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
44  }
45  e.animstate_override = false;
46  }
47  float frameofs = bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
48  e.frame = e.animstate_startframe + frameofs;
49 }
entity() spawn
void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
Definition: anim.qc:6
const int EF_RESTARTANIM_BIT
void anim_update(entity e)
Update e.frame based on its animstate relative to time.
Definition: anim.qc:36
float frametime
Definition: csprogsdefs.qc:17
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define BITXOR_ASSIGN(a, b)
Definition: common.qh:107
float time
Definition: csprogsdefs.qc:16