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); } }
public void PerfomOnFrame(Character ent, SSAnimation ssAnim, ENTITY_ANIM state) { OnFrame(ent, ssAnim, state); }