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ContextualActionPlayAnimation

Class Documentation

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An animation action: plays an animation on the unit that owns the component, at normal speed. If the unit's animation component does not start the animation, the action fails.

The client runs animation actions only from emotes, situations fired by the server, chained situations, *EndedNearby situations and MarkerTriggeredBySelf. An animation action in a rule of any other situation never runs. IContextualAction lists the paths.

Properties

mHashedAnimationName

Hash = "0x0"
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The hash of the name of the animation to play.

mHashedSituationTrigger

Hash = "0x0"
16.10
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A situation key that the client fires after the animation starts, as a chained situation on every unit in the game (see IContextualAction). The key is the FNV-1a hash of the lowercased situation name. If it is 0 or equals the key of the situation that ran the action, nothing is fired.

mPlayAsEmote

Bool = false
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Passes the animation to the unit's emote handling. The effect is not yet identified.

Referenced by 1 class · 1 property