ax.animations¶
Animation library
Documented functions: 4 · Realm: shared
Functions¶
ax.animations:GetFlinchGesture(modelClass, hitGroup)ax.animations:GetModelClass(model)ax.animations:ResolveWeaponActivity(client, act, activityData)ax.animations:SetModelClass(model, class)
ax.animations:GetFlinchGesture(modelClass, hitGroup)¶
Returns the flinch gesture sequence name for a model class and hitgroup.
Realm: shared
Parameters
| Name | Type | Description |
|---|---|---|
modelClass |
string |
The model class (e.g. "citizen_male") |
hitGroup |
number |
The HITGROUP_* constant |
Returns
string|nil: The gesture sequence name, or nil if none defined
Source: gamemode/modules/animations/libraries/sh_animations.lua:597
ax.animations:GetModelClass(model)¶
Gets the model class for a specific model.
Realm: shared
Parameters
| Name | Type | Description |
|---|---|---|
model |
The |
model to get the class for. |
Returns
The: model class.
Source: gamemode/modules/animations/libraries/sh_animations.lua:630
ax.animations:ResolveWeaponActivity(client, act, activityData)¶
Resolves an activity entry for the player's current raised state.
Weapons can override raised animations by implementing:
function SWEP:GetWeaponRaisedActivity(client, act, loweredActivity, raisedActivity, activityData, holdType)
Realm: shared
Source: gamemode/modules/animations/libraries/sh_animations.lua:654
ax.animations:SetModelClass(model, class)¶
Sets a model class translation for a specific model.
Realm: shared
Parameters
| Name | Type | Description |
|---|---|---|
model |
The |
model to set the translation for. |
class |
The |
class to set the translation to. |
Source: gamemode/modules/animations/libraries/sh_animations.lua:612