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* Align animations more with AVS design in that you provide an intialization script that's executed when the module's enabled, a script per frame that's executed when GameToolip_DefaultAnchor is called, and a script per point executed when positioning the tooltip. Point is where you assign to 'x' and 'y'.

Author Scott Sibley <sisibley@gmail.com>
Author date 2011-08-05 06:52:02
Author local date 2011-08-05 01:52:02 -0500
Committer Scott Sibley <sisibley@gmail.com>
Committer date 2011-08-05 06:52:02
Committer local date 2011-08-05 01:52:02 -0500
Commit 4378f438b6a8e72425c093b65863f79993a9da6c
Tree d62866976146e3273adf54333a50cb786e4c2dd2
Parent 309accae833640ce8717a8bd9922c9fcca91e1aa
* Align animations more with AVS design in that you provide an intialization script that's executed when the module's enabled, a script per frame that's executed when GameToolip_DefaultAnchor is called, and a script per point executed when positioning the tooltip. Point is where you assign to 'x' and 'y'.
* Access the value 'v' for a number that increments slowly, with a small dash of randomness. It's meant to mimic wave data. There's likely a better way of doing this.