--- Client side of the animation subsystem -- Stores the code to run animations client side. -- Also see @{sh_animations.lua} and @{sv_animate.lua} -- @client cl_animate.lua net.Receive("art_start_animation",function() local what = net.ReadEntity() local anim = net.ReadString() what:SetupBones() what:SetLuaAnimation(anim) end) net.Receive("art_stop_animation",function() local what = net.ReadEntity() local anim = net.ReadString() what:StopLuaAnimation(anim) end) --- All visible players and their sequences. -- @table sequences -- Stores all the sequences for all visible players local sequences = {} net.Receive("art_start_sequence",function() local who = net.ReadEntity() local seq = net.ReadUInt(31) local time = net.ReadFloat() local untilstoped = net.ReadBool() local speed = net.ReadFloat() sequences[who] = sequences[who] or {} who:SetCycle(0) if untilstoped then sequences[who] = {CurTime() + 9999999, seq, speed} else sequences[who] = {CurTime() + time, seq, speed} end end) net.Receive("art_end_sequence",function() local who = net.ReadEntity() sequences[who] = nil end) return sequences