Depends, the goal is to offset the start time of an animation.
Theres many ways to achieve the same result with and without C++.
The end goal is to say “10 degree start, is at .2s, so play from .2s onwards”.
You can even just map the animation’s timing to a known convention and avoid conditional math…
1s starting animation, covering 0 to 180 rotation.
The math of where to start will always be 1/180 * angle to start at.
Perhaps, for something this simple you can just go with that. No need to murky stuff up with c++ and such.