return i;
}
+ vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
+ vg_fatal_exit_loop( "Bone does not exist\n" );
+
return 0;
}
* Get an animation by name
*/
VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele,
- const char *name )
+ const char *name )
{
for( int i=0; i<skele->anim_count; i++ )
{
return anim;
}
+ vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
+ vg_fatal_exit_loop( "Invalid animation name\n" );
+
return NULL;
}