AnimationInfo
Defined in: server/api.d.ts:7453
One animation the game plays on a human body: a Mannequin fragment and the tags that pick its variant, as a row of the game’s own actor_anim_action table.
Properties
Section titled “Properties”duration
Section titled “duration”duration:
number
Defined in: server/api.d.ts:7467
How long one pass lasts, in seconds.
female
Section titled “female”female:
boolean
Defined in: server/api.d.ts:7497
Whether the game has it for a woman’s body.
fragment
Section titled “fragment”fragment:
string
Defined in: server/api.d.ts:7457
The fragment’s name, which is what playAnimation takes.
fullBody
Section titled “fullBody”fullBody:
boolean
Defined in: server/api.d.ts:7477
Whether it takes the whole body. A full-body animation stops the legs, so a player playing one is held still unless lockMovement says otherwise.
leftHand
Section titled “leftHand”leftHand:
string
Defined in: server/api.d.ts:7487
The same for the left hand.
male:
boolean
Defined in: server/api.d.ts:7492
Whether the game has it for a man’s body.
oneShot
Section titled “oneShot”oneShot:
boolean
Defined in: server/api.d.ts:7472
Whether it ends by itself. One that does not is a loop and plays until something replaces it, loop or not.
partner
Section titled “partner”partner:
string
Defined in: server/api.d.ts:7512
The fragment a second actor plays against this one, for the game’s two-person animations (TiedUpOut_Master for TiedUpOut_Slave), or empty. Each actor plays its own fragment; read from the fragment names, like sequence.
phase:
""|"loop"|"in"|"out"|"variation"
Defined in: server/api.d.ts:7507
Which part of its sequence this is: the way in, the middle part the body stays in, the way out, or a variation played in place of the middle. loop is the middle whether or not it ends by itself – oneShot says that, and playAnimation’s loop repeats it. Empty when sequence is.
rightHand
Section titled “rightHand”rightHand:
string
Defined in: server/api.d.ts:7482
What the right hand is animated holding, as the game names the kind (bucket, axe_tool), or empty for nothing. Match it against AnimationPropInfo.hand to find a prop that fits.
sequence
Section titled “sequence”sequence:
string
Defined in: server/api.d.ts:7502
The in/loop/out sequence this fragment is a part of, shared by every fragment in it (BakerMill for BakerMillIn, BakerMillLoop and BakerMillOut), or empty when it is not part of one. The game does not record sequences; this is read from the fragment names, so treat it as a strong hint rather than a guarantee.
slaveBody
Section titled “slaveBody”slaveBody:
boolean
Defined in: server/api.d.ts:7517
Whether, with these tags, the fragment also animates a second character the game binds to the body – a corpse carried, a horse groomed, a smith’s workpiece. playAnimation binds none, so only this body moves.
tags:
string
Defined in: server/api.d.ts:7462
The tags that select this variant, +-separated, which is what playAnimation’s tags option takes. Empty for the fragment’s default.