GSC reference › Built-in
GetCurrentAnimScriptedName()
Built-in (engine)
Client
Called on: entity
Get current frame for the given animation when its running.
Signature
<entity> GetCurrentAnimScriptedName()
Called on an entity: entity GetCurrentAnimScriptedName(...)
Example (from Treyarch's docs)
animName = GetCurrentAnimScriptedName()
Real uses in BO3's scripts
Called 1 time in the decompiled scripts. A few, zombies first:
- scripts/shared/scene_shared.csc, line 1323
anim_name = self getcurrentanimscriptedname();
Related built-ins
- AnimScripted()Runs an animscript on an entity.
- StopAnimScripted()Halts animscript on this entity.
- IsPlayingAnimScripted()Returns true if the entity is playing in scripted animation.
- EndExtraCamAnimScripted()Ends the extracam camera script on a player.
- GetCurrentEventTypeName()Gets the type string name from the current event.
- CamAnimScripted()Plays the camera script on a player.
- SetAnimTimeByName()Set the animation normalized time for the given animation.
- EndCamAnimScripted()Ends the camera script on a player.
- ExtraCamAnimScripted()Plays the camera script on an extracam player.
- FindAnimByName()Find specified animation( using animation name ) in a specified animtree( using atr name).
- GetCurrentEventName()Gets the name of the current event.
- SetHideonClientWhenScriptedAnimCompleted()Hides the entity on the client side onces its scripted animation ends
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Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).