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AnimLow

The frame the projectile's flight animation returns to when it loops.

Specification
Applies to
BulletType
File
art.ini
Section
[<Image ID>]Image ID: Image= value; no section when omitted
Value
integer
When omitted
0

Once the shape steps past AnimHigh it starts again here rather than at the beginning of the artwork, which is how a projectile holds a few leading frames outside the loop.

The animation runs at all only while one of the two frame numbers is other than 0. With both left at 0 the shape is picked from the projectile’s heading instead, which is what Rotates controls; with either set, the animation frame is drawn and the heading is never consulted.

A new projectile always starts on frame 0, so a value above zero is passed over on the first run through and only takes effect from the second. Setting it higher than AnimHigh leaves the shape standing still on this frame, because the very next step is already past the last frame of the loop.

The figure is stored in a single byte, so 256 stores as zero and anything above 255 wraps around.

The setting is read from the art section named by the projectile’s Image. That assignment is required. Without it the lookup runs against an empty section name, so nothing here is read — not even from an art section named after the projectile, which is where its Voxel setting is still found.

See alsoAnimHigh, AnimRate, Rotates, Image