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 disableddata[1]
: the entity's animstate to set
Setup¶
- The entity.
ccol
gets disabled or enabled depending ondata[0]
- The entity.
rigid
's gravity gets disabled ifdata[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.