Exemple #1
0
 public virtual void FrameImpl(float time, short frame, ENTITY_ANIM state)
 {
     Bf.Animations.CurrentFrame = frame;
 }
        public override void FrameImpl(float time, short frame, ENTITY_ANIM state)
        {
            // Update acceleration/speed, it is calculated per anim frame index
            var af = Bf.Animations.Model.Animations[(int) Bf.Animations.CurrentAnimation];

            CurrentSpeed = (af.SpeedX + frame * af.AccelX) / (1 << 16); // Decompiled from TOMB5.EXE

            Bf.Animations.CurrentFrame = frame;

            DoWeaponFrame(time);

            if (Bf.Animations.OnFrameSet)
            {
                Bf.Animations.PerfomOnFrame(this, Bf.Animations, state);
            }
        }
Exemple #3
0
 public void PerfomOnFrame(Character ent, SSAnimation ssAnim, ENTITY_ANIM state)
 {
     OnFrame(ent, ssAnim, state);
 }