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--- 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
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