-void setanim(entity e, vector anim, bool looping, bool override, int restart)
+#include "anim.qh"
+
+/**
+ * @param anim x = startframe, y = numframes, z = framerate
+ */
+void anim_set(entity e, vector anim, bool looping, bool override, bool restart)
{
if (!anim) return; // no animation was given to us! We can't use this.
if (anim.z == e.animstate_framerate)
{
if (!restart) return;
- if (restart > 0 && anim.y == 1) // ZYM animation
+ if (anim.y == 1) // ZYM animation
BITXOR_ASSIGN(e.effects, EF_RESTARTANIM_BIT);
}
}
e.animstate_startframe = anim.x;
e.animstate_numframes = anim.y;
e.animstate_framerate = anim.z;
- e.animstate_starttime = servertime - 0.1 * frametime; // shift it a little bit into the past to prevent float inaccuracy hiccups
+ e.animstate_starttime = time - 0.1 * frametime; // shift it a little bit into the past to prevent float inaccuracy hiccups
e.animstate_endtime = e.animstate_starttime + e.animstate_numframes / e.animstate_framerate;
e.animstate_looping = looping;
e.animstate_override = override;
e.frame = e.animstate_startframe;
- e.frame1time = servertime;
+ e.frame1time = time;
}
-void updateanim(entity e)
+/**
+ * Update e.frame based on its animstate relative to time
+ */
+void anim_update(entity e)
{
if (time >= e.animstate_endtime)
{
}
e.animstate_override = false;
}
- e.frame = e.animstate_startframe + bound(0, (time - e.animstate_starttime) * e.animstate_framerate,
- e.animstate_numframes - 1);
- // print(ftos(time), " -> ", ftos(e.frame), "\n");
+ float frameofs = bound(0, (time - e.animstate_starttime) * e.animstate_framerate, e.animstate_numframes - 1);
+ e.frame = e.animstate_startframe + frameofs;
}