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# Gameplay.AnimationManager

Extends
  DeleteableObject
Modifiers
  dependsOn ( Rook ) dependsOn ( Character ) native

    Core.Object
    |
    +-- Core.DeleteableObject
       |
       +-- Gameplay.AnimationManager

Constants Summary

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
AlertnessLevels | adjustedAlertnessLevel
AnimationStateEnum | adjustedAnimationState
float | adjustedAnimationStateTime
AlertnessLevels | animationAlertnessLevel
bool | animationEnabled
bool | armAnimationActive
Character | characterOwner
bool | currentAiming
AlertnessLevels | currentAlertnessLevel
AnimationStateEnum | currentAnimationState
float | currentAnimationStateTime
AnimationStateEnum | desiredAnimationState
float | desiredAnimationStateTime
bool | extraAnimationActive
bool | extraAnimationPending
bool | extraAnimationPendingIsLoop
String | extraAnimationPendingName
float | extraAnimationPendingTime
bool | fireAnimationActive
bool | firstUpdate
bool | flinchAnimationActive
bool | previousAiming
Mesh | previousMesh
AlertnessLevels | primaryAnimationLayerAlertness
AnimationStateEnum | primaryAnimationLayerState
AlertnessLevels | secondaryAnimationLayerAlertness
AnimationStateEnum | secondaryAnimationLayerState
bool | upperBodyAnimationActive

Inherited Variables from Core.DeleteableObject
LatentStackLocations

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
| string | getArmAnimation ()
| bool | isLoopingAnimation ()
| bool | isLoopingArmAnimation ()
| bool | isLoopingUpperBodyAnimation ()
| bool | isPlayingAnimation ()
| bool | isPlayingUpperBodyAnimation ()
|  | loopAnimation (String animation)
|  | loopArmAnimation (String animation)
|  | loopUpperBodyAnimation (String animation)
|  | playAnimation (String animation)
|  | playFireAnimation (String weapon)
|  | playFlinchAnimation ()
|  | playUpperBodyAnimation (String animation)
|  | StartAnimating (Character character)
|  | StopAnimating (Character character)
|  | stopAnimation ()
|  | stopArmAnimation ()
|  | stopUpperBodyAnimation ()

Inherited Functions from Core.DeleteableObject
Delete

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Variables Detail

#### adjustedAlertnessLevel Source code

var AlertnessLevels adjustedAlertnessLevel;

#### adjustedAnimationState Source code

var AnimationStateEnum adjustedAnimationState;

#### adjustedAnimationStateTime Source code

var float adjustedAnimationStateTime;

#### animationAlertnessLevel Source code

var AlertnessLevels animationAlertnessLevel;

#### animationEnabled Source code

var bool animationEnabled;

#### armAnimationActive Source code

var bool armAnimationActive;

#### characterOwner Source code

var Character characterOwner;

#### currentAiming Source code

var bool currentAiming;

#### currentAlertnessLevel Source code

var AlertnessLevels currentAlertnessLevel;

#### currentAnimationState Source code

var AnimationStateEnum currentAnimationState;

#### currentAnimationStateTime Source code

var float currentAnimationStateTime;

#### desiredAnimationState Source code

var AnimationStateEnum desiredAnimationState;

#### desiredAnimationStateTime Source code

var float desiredAnimationStateTime;

#### extraAnimationActive Source code

var bool extraAnimationActive;

#### extraAnimationPending Source code

var bool extraAnimationPending;

#### extraAnimationPendingIsLoop Source code

var bool extraAnimationPendingIsLoop;

#### extraAnimationPendingName Source code

var String extraAnimationPendingName;

#### extraAnimationPendingTime Source code

var float extraAnimationPendingTime;

#### fireAnimationActive Source code

var bool fireAnimationActive;

#### firstUpdate Source code

var bool firstUpdate;

#### flinchAnimationActive Source code

var bool flinchAnimationActive;

#### previousAiming Source code

var bool previousAiming;

#### previousMesh Source code

var Mesh previousMesh;

#### primaryAnimationLayerAlertness Source code

var AlertnessLevels primaryAnimationLayerAlertness;

#### primaryAnimationLayerState Source code

var AnimationStateEnum primaryAnimationLayerState;

#### secondaryAnimationLayerAlertness Source code

var AlertnessLevels secondaryAnimationLayerAlertness;

#### secondaryAnimationLayerState Source code

var AnimationStateEnum secondaryAnimationLayerState;

#### upperBodyAnimationActive Source code

var bool upperBodyAnimationActive;

Functions Detail

#### getArmAnimation Source code

native function string getArmAnimation ( )

#### isLoopingAnimation Source code

native function bool isLoopingAnimation ( )

#### isLoopingArmAnimation Source code

native function bool isLoopingArmAnimation ( )

#### isLoopingUpperBodyAnimation Source code

native function bool isLoopingUpperBodyAnimation ( )

#### isPlayingAnimation Source code

native function bool isPlayingAnimation ( )

#### isPlayingUpperBodyAnimation Source code

native function bool isPlayingUpperBodyAnimation ( )

#### loopAnimation Source code

native function loopAnimation ( String animation )

#### loopArmAnimation Source code

native function loopArmAnimation ( String animation )

#### loopUpperBodyAnimation Source code

native function loopUpperBodyAnimation ( String animation )

#### playAnimation Source code

native function playAnimation ( String animation )

#### playFireAnimation Source code

native function playFireAnimation ( String weapon )

#### playFlinchAnimation Source code

native function playFlinchAnimation ( )

#### playUpperBodyAnimation Source code

native function playUpperBodyAnimation ( String animation )

#### StartAnimating Source code

native function StartAnimating ( Character character )

#### StopAnimating Source code

native function StopAnimating ( Character character )

#### stopAnimation Source code

native function stopAnimation ( )

#### stopArmAnimation Source code

native function stopArmAnimation ( )

#### stopUpperBodyAnimation Source code

native function stopUpperBodyAnimation ( )

Defaultproperties

    defaultproperties
    {
        firstUpdate = true
    	animationEnabled = true
        currentAnimationState = AnimationState_None
        desiredAnimationState = AnimationState_None
        adjustedAnimationState = AnimationState_None
        primaryAnimationLayerState = AnimationState_None
        primaryAnimationLayerAlertness = Alertness_Combat
        secondaryAnimationLayerState = AnimationState_None
        secondaryAnimationLayerAlertness = Alertness_Combat
        currentAlertnessLevel = ALERTNESS_Combat
        adjustedAlertnessLevel = ALERTNESS_Combat
    }

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Creation time: st 23.5.2018 00:10:28.094 - Created with UnCodeX