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FixedAnim

An object where the entity is left in a fixed animstate with the option to also disables the entity.ccol and gravity on it.

Data Arrays

  • data[0]: If it's 1, the entity.ccol and the entity.rigid's gravity are disabled
  • data[1]: the entity's animstate to set

Setup

  • The entity.ccol gets disabled or enabled depending on data[0]
  • The entity.rigid's gravity gets disabled if data[0] is 1
  • entity.overridejump is set to true
  • entity.overrideanim is set to true
  • entity.animstate is set to data[1]
  • The scol gets disabled.

Update

The animstate is set to data[1]. Then, if the Sin of the Time.DeltaTime is 0.8 or above (Requires it to at least 0.9273), the entity's oldstate is set to which forces UpdateSprite to run its main logic. NOTE: it is unknown why the Sin is there, but it doesn't seem to have an impact under normal gameplay.