Dealing with animation frames
Posted: Wed Nov 06, 2019 8:00 pm
Has anyone come up with a more elegant way of dealing with animation frames in QuakeC? I just can't take anymore of this:
I tried doing a FSM, but failed miserably. Maybe some engine has any improvements to this?
Code: Select all
void() hero_stand1 =[ $0, hero_stand2 ] {};
void() hero_stand2 =[ $1, hero_stand3 ] {};
void() hero_stand3 =[ $2, hero_stand4 ] {};
void() hero_stand4 =[ $3, hero_stand5 ] {};
void() hero_stand5 =[ $4, hero_stand6 ] {};
void() hero_stand6 =[ $5, hero_stand7 ] {};
void() hero_stand7 =[ $6, hero_stand8 ] {};
void() hero_stand8 =[ $7, hero_stand9 ] {};
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