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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Animation-CobOverview</id>
	<title>Animation-CobOverview - Revision history</title>
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	<updated>2026-04-21T02:05:50Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Animation-CobOverview&amp;diff=2401&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
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		<updated>2026-03-04T00:08:26Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:08, 3 March 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Qrow</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Animation-CobOverview&amp;diff=2400&amp;oldid=prev</id>
		<title>interanimation&gt;Flozi: /* Further information */ nuke wanted page</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Animation-CobOverview&amp;diff=2400&amp;oldid=prev"/>
		<updated>2013-10-27T20:44:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Further information: &lt;/span&gt; nuke wanted page&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==What is COB?==&lt;br /&gt;
&lt;br /&gt;
COB is the Spring engine&amp;#039;s scripting system. Each unit has a .cob bitfile which defines many of its major behaviors, including animation and weapon aiming. Of course, COB is also capable of doing a lot more if you wish. When Spring is actually running, it interprets the bitfile for each unit as necessary. This interpreter runs in a very straightforward way, without any fancy optimizations, so don&amp;#039;t expect great performance from it.&lt;br /&gt;
&lt;br /&gt;
==BOS==&lt;br /&gt;
&lt;br /&gt;
The code that gets compiled into a .cob is written in a .bos file. A program called [[Map,_Game,_And_Unit_Development_Programs#Scripting_And_Unit_Stats_files|Scriptor]] generally does this compilation. BOS uses a C-like syntax, although it has many Spring-specific features and isn&amp;#039;t as powerful as C.&lt;br /&gt;
&lt;br /&gt;
===BOS versus C===&lt;br /&gt;
&lt;br /&gt;
Similarities:&lt;br /&gt;
*Function syntax. A function is defined by FunctionName(args).&lt;br /&gt;
*Block delimiters. Like C, a statement block is delimited by curly braces ({}).&lt;br /&gt;
*General syntax. For example, to add two variables and assign the result to a third, you say x = y + z;&lt;br /&gt;
&lt;br /&gt;
Differences:&lt;br /&gt;
*Not case sensitive.&lt;br /&gt;
*Only one data type. There is only one type of data in COB, which is basically a 32-bit integer.&lt;br /&gt;
*Variable declaration. &lt;br /&gt;
&lt;br /&gt;
You can declare a static variable, whose scope encompasses the entire script, using&lt;br /&gt;
&lt;br /&gt;
 static-var x;&lt;br /&gt;
&lt;br /&gt;
You can declare multiple variables at once by separating them with commas.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can declare a local variable:&lt;br /&gt;
&lt;br /&gt;
 var x;&lt;br /&gt;
&lt;br /&gt;
The scope is limited to the function that it is in.&lt;br /&gt;
*No pointers or arrays.&lt;br /&gt;
*No internal return values. When the script receives a callin, it may return a value to the &amp;quot;outside&amp;quot;; however, there is no way to return a value directly to another function within the script. You will have to use a static variable.&lt;br /&gt;
*Function calls. &lt;br /&gt;
&lt;br /&gt;
Functions are called using&lt;br /&gt;
&lt;br /&gt;
 call-script Function(args);&lt;br /&gt;
&lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
 start-script Function(args);&lt;br /&gt;
&lt;br /&gt;
See [[Animation-CobThreads|COB-Threads]] for details.&lt;br /&gt;
*Multiple threads. This isn&amp;#039;t as exciting as it sounds. Again, see [[Animation-CobThreads|COB-Threads]] for details.&lt;br /&gt;
*Spring-specific features. There are too many here to name; please consult the other COB articles.&lt;br /&gt;
&lt;br /&gt;
==Further information==&lt;br /&gt;
Greater detail can be found on the following pages&lt;br /&gt;
*[[Animation-CobAnimation]]&lt;br /&gt;
*[[Animation-CobCallins]]&lt;br /&gt;
*[[Animation-CobConstants]]&lt;br /&gt;
*[[Animation-CobHitByWeaponID]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Animation]]&lt;/div&gt;</summary>
		<author><name>interanimation&gt;Flozi</name></author>
	</entry>
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