Revision Difference
GM:DoAnimationEvent#518841
<function name="DoAnimationEvent" parent="GM" type="hook">
<ishook>yes</ishook>
<description>Called upon an animation event, this is the ideal place to call player animation functions such as <page>Player:AddVCDSequenceToGestureSlot</page>, <page>Player:AnimRestartGesture</page> and so on.</description>
<realm>Shared</realm>
<predicted>No</predicted>
<args>
<arg name="ply" type="Player">Player who is being animated</arg>
<arg name="event" type="number">Animation event. See <page>PLAYERANIMEVENT</page></arg>⤶
<arg name="data" type="number" default="0">The data for the event. This is interpreted as an <page>ACT</page> by PLAYERANIMEVENT_CUSTOM and PLAYERANIMEVENT_CUSTOM_GESTURE, or a sequence by PLAYERANIMEVENT_CUSTOM_SEQUENCE.</arg>
<arg name="event" type="number">Animation event. See <page>Enums/PLAYERANIMEVENT</page></arg>⤶
<arg name="data" type="number" default="0">The data for the event. This is interpreted as an <page>Enums/ACT</page> by PLAYERANIMEVENT_CUSTOM and PLAYERANIMEVENT_CUSTOM_GESTURE, or a sequence by PLAYERANIMEVENT_CUSTOM_SEQUENCE.</arg>
</args>
<rets>
<ret name="" type="number">The translated activity to send to the weapon. See <page>ACT</page>. Return ACT_INVALID if you don't want to send an activity.</ret>
<ret name="" type="number">The translated activity to send to the weapon. See <page>Enums/ACT</page>. Return ACT_INVALID if you don't want to send an activity.</ret>
</rets>
</function>
<example>
<description>
Fires a custom animation event with PLAYERANIMEVENT_ATTACK_GRENADE as the event, and 123 as the extra data on primary attack, and 321 as the secondary attack.
The player will play the item throw gesture on the primary attack, and the drop one on secondary.
</description>
<code>
function SWEP:PrimaryAttack()
self.Owner:DoCustomAnimEvent( PLAYERANIMEVENT_ATTACK_GRENADE , 123 )
self:SetNextPrimaryFire(CurTime() + 0.5 )
self:SetNextSecondaryFire(CurTime() + 0.5 )
end
function SWEP:SecondaryAttack()
self.Owner:DoCustomAnimEvent( PLAYERANIMEVENT_ATTACK_GRENADE , 321 )
self:SetNextPrimaryFire(CurTime() + 0.5 )
self:SetNextSecondaryFire(CurTime() + 0.5 )
end
hook.Add("DoAnimationEvent" , "AnimEventTest" , function( ply , event , data )
if event == PLAYERANIMEVENT_ATTACK_GRENADE then
if data == 123 then
ply:AnimRestartGesture( GESTURE_SLOT_GRENADE, ACT_GMOD_GESTURE_ITEM_THROW, true )
return ACT_INVALID
end
if data == 321 then
ply:AnimRestartGesture( GESTURE_SLOT_GRENADE, ACT_GMOD_GESTURE_ITEM_DROP, true )
return ACT_INVALID
end
end
end)
</code>
</example>