ax.animations¶
Animation library
Documented functions: 7 · Realm: server, shared
Functions¶
ax.animations:GetFlinchGesture(modelClass, hitGroup)ax.animations:GetModelClass(model)ax.animations:ResolveWeaponActivity(client, act, activityData)ax.animations:SetModelClass(model, class)ax.animations:ApplyForcedSequenceTiming(client, sequence, sequenceTime)ax.animations:ClearForcedSequencePending(client)ax.animations:ResolveForcedSequencePending(client, serial, sequenceTime)
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
ax.animations:ApplyForcedSequenceTiming(client, sequence, sequenceTime)¶
Applies timing behavior for a forced sequence on a player.
Non-zero sequence times create an automatic leave timer. A zero time marks the sequence as looping until the player cancels it.
Realm: server
Parameters
| Name | Type | Description |
|---|---|---|
client |
Player |
The player currently in the forced sequence. |
sequence |
string\|number |
The sequence identifier, used for debug output. |
sequenceTime |
number |
Duration in seconds. Use 0 for a looping/cancellable sequence. |
Returns
number: The normalized sequence duration in seconds.
Source: gamemode/modules/animations/meta/sh_player.lua:160
ax.animations:ClearForcedSequencePending(client)¶
Clears any pending client-authoritative sequence resolution for a player.
Removes the stored pending resolve entry and its timeout timer.
Realm: server
Parameters
| Name | Type | Description |
|---|---|---|
client |
Player |
The player whose pending forced sequence resolve should be cleared. |
Source: gamemode/modules/animations/meta/sh_player.lua:146
ax.animations:ResolveForcedSequencePending(client, serial, sequenceTime)¶
Resolves a pending forced sequence timing request from the client.
Validates the pending serial and current sequence identifier to ignore stale or mismatched responses.
On success, clears the pending entry and applies the supplied sequence timing.
Realm: server
Parameters
| Name | Type | Description |
|---|---|---|
client |
Player |
The player that resolved the sequence. |
serial |
number |
The forced sequence serial sent to the client. |
sequenceTime |
number |
Resolved duration in seconds. |
Returns
boolean: True if the pending resolve was accepted.number|string: Applied sequence time on success, or an error message on failure.
Source: gamemode/modules/animations/meta/sh_player.lua:201