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