_StateAt
PlayingState* state = _StateAt(i);
_NotifySeekHandledIfNecessary(_StateAt(0));
while (((state = _StateAt(index + 1))) && state->activation_frame <= frame)
return _StateAt(fStates.CountItems() - 1);
return _StateAt(_IndexForFrame(frame));
return _StateAt(_IndexForTime(time));
for (int32 i = 0; PlayingState* state = _StateAt(i); i++)
endFrame = _StateAt(startIndex + 1)->activation_frame;
endTime = TimeForFrame(_StateAt(startIndex + 1)->activation_frame);
PlayingState* _StateAt(int32 index) const;