A pointer to a sprite, model, terrain, or map entity
frame
Number of frame or skin to determine the texture. At 0 the current
frame or skin will be used
Returns:
BMAP* pointer to a bmap if operation was successfully, otherwise NULL.
Speed:
Fast
Remarks:
Functions like media_play, bmap_for_screen, bmap_to_uv etc.
can use this bmap pointer.
If several entities share the
same file, they will also return
the same bmap pointer.
The bmap can be temporary
assigned to other objects, like panels, but
won't be saved by the game_save instruction.
In case of a map entity, the frame variable
gives the number of the texture to be returned,
starting with 1. If it's higher than the number
of textures in the map, 0 is returned.
Example:
// capture a screenshot in a sprite
bmap_for_screen(bmap_for_entity(my,0),1,0);