void pl_Animate(ENTITY* chara, STRING* scene, var percent, var mode)
{
ENTITY* piece;
if (chara != NULL)
{
ent_animate(chara, scene, percent, mode);
if (chara.phair != NULL)
{
piece = (ENTITY*)chara.phair;
ent_animatefrom(piece, chara, scene, percent, mode);
vec_set(piece.x, chara.x);
vec_set(piece.pan, chara.pan);
}
if (chara.pchest != NULL)
{
piece = (ENTITY*)chara.pchest;
ent_animatefrom(piece, chara, scene, percent, mode);
vec_set(piece.x, chara.x);
vec_set(piece.pan, chara.pan);
}
// and so on
}
}