return me;
}
-float calcValueEasing(entity me, float tickTime, float animDuration, float animStart, float animDelta)
+float Easing_calcValue(entity me, float tickTime, float animDuration, float animStart, float animDelta)
{
return me.math(tickTime, animDuration, animStart, animDelta);
}
-void setMathEasing(entity me, float(float, float, float, float) func)
+void Easing_setMath(entity me, float(float, float, float, float) func)
{
me.math = func;
}