/** MeshAnimation.c Wrappers for convenient calls to PlayAnimation. @author ck */ // documented in /docs/sdk/script/fn global func Anim_Const(int value) { return [C4AVP_Const, value]; } // documented in /docs/sdk/script/fn global func Anim_Linear(int position, int begin, int end, int length, int ending) { return [C4AVP_Linear, position, begin, end, length, ending]; } // documented in /docs/sdk/script/fn global func Anim_X(int position, int begin, int end, int length) { return [C4AVP_X, position, begin, end, length]; } // documented in /docs/sdk/script/fn global func Anim_Y(int position, int begin, int end, int length) { return [C4AVP_Y, position, begin, end, length]; } // documented in /docs/sdk/script/fn global func Anim_R(int begin, int end) { return [C4AVP_R, begin, end, this]; } // documented in /docs/sdk/script/fn global func Anim_AbsX(int position, int begin, int end, int length) { return [C4AVP_AbsX, position, begin, end, length]; } // documented in /docs/sdk/script/fn global func Anim_AbsY(int position, int begin, int end, int length) { return [C4AVP_AbsY, position, begin, end, length]; } // documented in /docs/sdk/script/fn global func Anim_Dist(int position, int begin, int end, int length) { return [C4AVP_Dist, position, begin, end, length]; } // documented in /docs/sdk/script/fn global func Anim_XDir(int begin, int end, int max_xdir, int prec) { if (prec == nil) prec = 10; return [C4AVP_XDir, begin, end, max_xdir, prec]; } // documented in /docs/sdk/script/fn global func Anim_YDir(int begin, int end, int max_ydir, int prec) { if (prec == nil) prec = 10; return [C4AVP_YDir, begin, end, max_ydir, prec]; } global func Anim_RDir(int begin, int end, int min_rdir, int max_rdir, int prec) { if (prec == nil) prec = 10; return [C4AVP_RDir, begin, end, min_rdir, max_rdir, prec]; } global func Anim_AbsRDir(int begin, int end, int min_rdir, int max_rdir, int prec) { if (prec == nil) prec = 10; return [C4AVP_AbsRDir, begin, end, min_rdir, max_rdir, prec]; } global func Anim_CosR(int begin, int end, int offset, int prec) { if (prec == nil) prec = 1; return [C4AVP_CosR, begin, end, offset, prec]; } global func Anim_SinR(int begin, int end, int offset, int prec) { if (prec == nil) prec = 1; return [C4AVP_SinR, begin, end, offset, prec]; } global func Anim_CosV(int begin, int end, int offset, int prec) { if (prec == nil) prec = 1; return [C4AVP_CosV, begin, end, offset, prec]; } global func Anim_SinV(int begin, int end, int offset, int prec) { if (prec == nil) prec = 1; return [C4AVP_SinV, begin, end, offset, prec]; } // documented in /docs/sdk/script/fn global func Anim_Action() { return [C4AVP_Action]; }