45 #define setanim(...) anim_set(__VA_ARGS__) 47 #define updateanim(...) anim_update(__VA_ARGS__)
bool animstate_override
true for one cycle, then changed to false
float frame2
secondary framegroup animation (strength = lerpfrac)
float frame4
quaternary framegroup animation (strength = lerpfrac4)
void anim_update(entity e)
Update e.frame based on its animstate relative to time.
float frame3
tertiary framegroup animation (strength = lerpfrac3)
float frame2time
start time of framegroup animation
void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
float frame3time
start time of framegroup animation
float lerpfrac
strength of framegroup blend
float lerpfrac4
strength of framegroup blend
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float frame4time
start time of framegroup animation
float animstate_starttime
float frame
primary framegroup animation (strength = 1 - lerpfrac - lerpfrac3 - lerpfrac4)
bool animstate_looping
whether to repeat
float animstate_framerate
float frame1time
start time of framegroup animation
float lerpfrac3
strength of framegroup blend