Stop animation

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Syntax

Syntax: stop_animation register

  • register = Reserved register 250 players slot number.

Use

Stops the players e-mote animation and returns control to the player.

Example


1:       ret 
100:     get_slotnumber R250 //Stores the players slot number in register 250.
         ret 
101:     sync  //Waits 1 frame.
         leti R1, 0000000D //Makes register 1 equal 0000000D. (Animation value to use).
         leti R2, 0000003C //Makes register 2 equal 0000003C. (60 sync frames to count down.)
         use_animation R250, R1 //Tells the player to do the animation value that is stored in register 1.(0000000D is the e-mote for pressing a switch).
         call 102 //Calls function 102.
         stop_animation R250 //Stops the players e-mote animation and returns control to the player.
         ret 
102:     sync  //Waits 1 frame.
         subi R2, 00000001 //Subtracts 00000001 from the value of register 2.
         jmpi_= R2, 00000000, 1 //If register 2 equals 00000000 jump to function 1.
         jmp 102 //Jumps to function 102.

Also see

ret, get_slotnumber, sync,

leti, use_animation, call,

stop_animation, subi, jmpi_=,

jmp, reservedregisters