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# MojoActions.TsActionLoopAnim

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    class TsActionLoopAnim extends TsAction;

    var(Action) MojoAnimation BaseAnim;
    var(Action) float BlendInTime;
    var(Action) float AnimRate;
    var(Action) int PlayChannel;
    var(Action) float duration;

    var transient float elapsed_time;

    function bool OnStart()
    {
    	local MeshAnimation mesh_anim;

    	if ( (BaseAnim.name == 'None') || (BaseAnim.name == ''))
    		return false;

    	// load a new animation set if specified
    	if (BaseAnim.animation_set != '')
    	{
    		mesh_anim = MeshAnimation(DynamicLoadObject(string(Actor.Mesh.Outer.Name) $ "." $ string(BaseAnim.animation_set), class'MeshAnimation', true));
    		if (mesh_anim == None)
    			return false;

    		Actor.LinkSkelAnim(mesh_anim);
    	}

    	if (!Actor.HasAnim(BaseAnim.name))
    	{
    		Log("bad animation name");
    		return false;
    	}

    	// disable channel notify when using the movement channel (or else the Actor will
    	// interrupt the looping when next notify is sent)
    	if (PlayChannel == 0)
    		Actor.EnableChannelNotify(PlayChannel, 0);

    	Actor.LoopAnim(BaseAnim.name,AnimRate,BlendInTime, PlayChannel);
    	elapsed_time = 0;

    	return true;
    }

    function bool OnTick(float delta)
    {
    	elapsed_time += delta;
    	return elapsed_time < duration;
    }

    function OnFinish()
    {
    	if (PlayChannel == 0)
    		Actor.EnableChannelNotify(PlayChannel, 1);
    }

    event bool SetDuration(float _duration)
    {
    	duration = _duration;
    	return true;
    }

    event float GetDuration()
    {
    	return Duration;
    }

    defaultproperties
    {
    	DName			="Loop Animation"
    	Track			="Animation"
    	Help			="Loop a particular skeletal animation for a given duration"
        UsesDuration	=true

    	BlendInTime		=0.200000
    	AnimRate		=1.000000
    	duration		=5.0f;
    }

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Class file time: ne 5.9.2004 15:53:36.000 - Creation time: st 23.5.2018 00:10:49.319 - Created with UnCodeX