
This doesn't have any resemblance to python.

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pushDoorButton;
drawObject(DoorWayToHell(anchor, theta_1));
wait....
drawObject(DoorWayToHell(anchor, theta_2));
wait....
.
.
drawObject(DoorWayToHell(anchor, theta_N));
The reason that people made animations in python for so long was because the devs were too lazy to implement real anims.

Now, you just set some keyframes and ref the name of the anim and you're set. No python/api needed.
Even though pyprp seems wonky... it's better than encoding each object by hand and inserting them into a prp one by one (basically if it wasn't for pyprp you'd have to do that).
Let me clarify;
a) Plasma is not an engine based on coding things. When you want a door to move, you don't specify start, end, and time. Rather, you move the door in 3d and set keyframes. It's not just the tools... the engine is set up to have it this way.
b) We have Plasma's API in the same form that Cyan has it: Python. In this regard, we have exactly what we have.
Plasma is a very easy engine in a lot of regards. There are no .xml files littering the gamefiles (that contain things like color for each vert). The engine is very compact.
If ya feel like writing a C++ API to prp file exporter feel free.


Conclusion:
Pyprp is almost a blender-ified clone of the Cyan Max plugin
and,
I really don't mean to get down on you. Looks like you've had to suffer with "python animations"


~Lontahv