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new Lua func to get elapsed time of anim currently playing
+ entity_getAnimationTime(e, layer)
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1 changed files with 16 additions and 0 deletions
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@ -4681,6 +4681,21 @@ luaFunc(entity_getAnimationLoop)
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luaReturnInt(loop);
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luaReturnInt(loop);
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}
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}
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luaFunc(entity_getAnimationTime)
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{
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SkeletalSprite *skel = getSkeletalSprite(entity(L));
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int layer = lua_tointeger(L, 2);
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if (skel)
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{
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const AnimationLayer *a = skel->getAnimationLayer(layer);
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if(a)
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{
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luaReturnVec2(a->timer, a->animationLength);
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}
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}
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luaReturnNil();
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}
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// entity, x, y, time, ease, relative
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// entity, x, y, time, ease, relative
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luaFunc(entity_move)
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luaFunc(entity_move)
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{
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{
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@ -10288,6 +10303,7 @@ static const struct {
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luaRegister(entity_getAnimLayerTimeMult),
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luaRegister(entity_getAnimLayerTimeMult),
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luaRegister(entity_stopAnimation),
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luaRegister(entity_stopAnimation),
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luaRegister(entity_getAnimationLoop),
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luaRegister(entity_getAnimationLoop),
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luaRegister(entity_getAnimationTime),
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luaRegister(entity_setCurrentTarget),
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luaRegister(entity_setCurrentTarget),
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luaRegister(entity_stopInterpolating),
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luaRegister(entity_stopInterpolating),
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