Gets the animation-time elapsed since the start of a specified element of the current animation action. Useful for synchronizing events to elements of an animation action. (reminder: first element of an action is element 1, not 0)

Format: AnimElemTime(exprn)

Arguments:

- exprn (int): Expression that evaluates to the element number to check.

Return type: int

Error conditions: Returns 'Bottom' if exprn evaluates to 'Bottom', or if exprn evaluates to an element number that is not valid for the current action.

Notes:

AnimElemTime will not trigger on the first game-tick of the second or later loop of an animation with a finite looptime. For example, "AnimElemTime(1) = 0" will trigger the first tick a player changes to an animation, but will not trigger on the tick that it loops. You may get it to trigger each time using "AnimElemTime(1) = 0 || AnimTime = 0".

Examples:

`trigger1 = AnimElemTime(2) = 0
; True on the first game-tick that the player's animation is on element 2. Is equivalent to saying:
trigger1 = AnimElemTime(2) = 4
trigger1 = AnimElemNo(2) = 4
; True 4 game-ticks after the start of the player's second animation element.
trigger1 = AnimElemNo(2) >= 0
trigger1 = AnimElemNo(3) < 0
; True for the whole of the second element of the player's animation, assuming there is a third element. If a third element does not exist, the second line will evaluate to SFalse and hence trigger1 will never trigger. In this case, the second line should read,
trigger1 = AnimTime <= 0`