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LoopEnd

The frame that ends every pass of a looping animation except the last.

Specification
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
ComputedThe frame count of the shape the type first gets hold of, or zero if it never gets one.

The value is a frame number in the shape. End, by contrast, counts stages from Start. When a pass reaches this frame, the animation jumps back to LoopStart before the frame is drawn, so the LoopEnd frame itself never appears.

It ends every pass except the last. The last of the LoopCount passes runs to the end of the End stage count instead. If the two settings disagree, the last pass plays a different stretch of the shape than the passes before it.

Setting End= alone does not shorten the loop. An omitted LoopEnd is taken from the shape’s full frame count before End is read, so the middle passes still run over the whole shape. To shorten a looping animation, set both keys.

LoopEnd=-1 takes the End stage count instead, when the first animation of the type is created. That count is then treated as a frame number, so with a nonzero Start the middle passes stop Start frames short of where the last pass ends.

A Reverse=yes animation starts every pass on frame Start plus LoopEnd and steps backward. With a nonzero Start and more than one pass, each reversed pass ends at its first frame advance, as Start describes.

A structure with a charging weapon (Charges=yes) uses this value from the animation in its TurretAnim slot. The weapon is charged once the charge sequence reaches that frame.