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<!DOCTYPE funcs
  SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
  <func>
    <title>GetAnimationPosition</title>
    <category>Animations</category>
    <version>5.1 OC</version>
    <syntax>
      <rtype>int</rtype>
      <params>
        <param>
          <type>int</type>
          <name>animation_number</name>
          <desc>Animation number of the animation whose position to retrieve.</desc>
        </param>
        <param>
          <type>int</type>
          <name>attach_number</name>
          <desc>If given, refers to the number of the attached mesh to query instead of the object's main mesh.</desc>
          <optional />
        </param>
      </params>
    </syntax>
    <desc>Returns the position of the animation refered to by the given number. The returned value lies between 0 and <funclink>GetAnimationLength</funclink>(<funclink>GetAnimationName</funclink>(animation_number)). If there is no such animation with the given number or the number refers to a combination node then this function returns <code>nil</code>.</desc>
    <remark>See the <emlink href="definition/animations.html">animation documentation</emlink> for further explanations of the animation system.</remark>
    <examples>
      <example>
        <code><funclink>SetAnimationPosition</funclink>(animation_number, <funclink>Anim_Const</funclink>(<funclink>GetAnimationPosition</funclink>(animation_number)+100));</code>
        <text>Script for a timer: For each call the animation is advanced by 100 milliseconds. If the timer is called periodically in same intervals <funclink>Anim_Linear</funclink> can be used instead.</text>
      </example>
    </examples>
    <related>
      <funclink>PlayAnimation</funclink>
      <funclink>SetAnimationPosition</funclink>
      <funclink>GetAnimationWeight</funclink>
      <funclink>SetAnimationWeight</funclink>
    </related>
  </func>
  <author>Clonk-Karl</author><date>2010-01</date>
</funcs>
