API ReferenceSandbox.Citizen

CitizenAnimationHelperclass

Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our aim is to put everything you need in this class, so you can easily see what variables are available.

object→Component→CitizenAnimationHelper
Namespace
Sandbox.Citizen
Assembly
Base Library
Declaration
public sealed class Sandbox.Citizen.CitizenAnimationHelper : Sandbox.Component

Constructors2

Showing 2 constructors

Methods12

Showing 12 methods

Properties70

Showing 70 properties

public bool Sandbox.Citizen.CitizenAnimationHelper.IsLongIdle { get; set; }PUBLICGETSET

Requests a randomized weaponless idle pose while standing still. An explicit holdtype pose takes priority over this request.

Returns:bool—

public float Sandbox.Citizen.CitizenAnimationHelper.ReloadSpeed { get; set; }PUBLICGETSET

Multiplies reload animation playback speed. One uses the authored speed and two doubles it. This does not change gameplay reload timers. Values are limited to 0.05 through 5.

Returns:float—

On this page

Constructorspublic CitizenAnimationHelper()public CitizenAnimationHelper()Methodspublic System.Void ProceduralHitReaction(Sandbox.DamageInfo info, System.Single damageScale = 1, Vector3 force = null)public System.Void ProceduralHitReaction(Sandbox.DamageInfo info, System.Single damageScale = 1, Vector3 force = null)public System.Void TriggerDeploy()public System.Void TriggerDeploy()public System.Void TriggerJump()public System.Void TriggerJump()public System.Void WithLook(Vector3 lookDirection, System.Single eyesWeight = 1, System.Single headWeight = 1, System.Single bodyWeight = 1)public System.Void WithLook(Vector3 lookDirection, System.Single eyesWeight = 1, System.Single headWeight = 1, System.Single bodyWeight = 1)public System.Void WithVelocity(Vector3 Velocity)public System.Void WithVelocity(Vector3 Velocity)public System.Void WithWishVelocity(Vector3 Velocity)public System.Void WithWishVelocity(Vector3 Velocity)Propertiespublic Rotation Sandbox.Citizen.CitizenAnimationHelper.AimAngle { get; set; }public Rotation Sandbox.Citizen.CitizenAnimationHelper.AimAngle { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimBodyWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimBodyWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimEyesWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimEyesWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimHeadWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.AimHeadWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.BodyWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.BodyWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.DuckLevel { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.DuckLevel { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.EyeSource { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.EyeSource { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.EyesWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.EyesWeight { get; set; }public Transform Sandbox.Citizen.CitizenAnimationHelper.EyeWorldTransform { get; set; }public Transform Sandbox.Citizen.CitizenAnimationHelper.EyeWorldTransform { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.FootShuffle { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.FootShuffle { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.Hand Sandbox.Citizen.CitizenAnimationHelper.Handedness { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.Hand Sandbox.Citizen.CitizenAnimationHelper.Handedness { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.HeadWeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.HeadWeight { get; set; }public System.Nullable`1<System.Single> Sandbox.Citizen.CitizenAnimationHelper.Height { get; set; }public System.Nullable`1<System.Single> Sandbox.Citizen.CitizenAnimationHelper.Height { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.HoldTypes Sandbox.Citizen.CitizenAnimationHelper.HoldType { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.HoldTypes Sandbox.Citizen.CitizenAnimationHelper.HoldType { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkLeftFoot { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkLeftFoot { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkLeftHand { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkRightFoot { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkRightFoot { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkRightHand { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.IkRightHand { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsClimbing { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsClimbing { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsGrounded { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsGrounded { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsLongIdle { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsNoclipping { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsNoclipping { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsSitting { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsSitting { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsSwimming { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsSwimming { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsWeaponLowered { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.IsWeaponLowered { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.LookAt { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.LookAt { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.LookAtEnabled { get; set; }public System.Boolean Sandbox.Citizen.CitizenAnimationHelper.LookAtEnabled { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.LookAtEyes { get; set; }public Sandbox.GameObject Sandbox.Citizen.CitizenAnimationHelper.LookAtEyes { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.MoveRotationSpeed { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.MoveRotationSpeed { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.MoveStyles Sandbox.Citizen.CitizenAnimationHelper.MoveStyle { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.MoveStyles Sandbox.Citizen.CitizenAnimationHelper.MoveStyle { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.ReloadSpeed { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.SittingStyle Sandbox.Citizen.CitizenAnimationHelper.Sitting { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.SittingStyle Sandbox.Citizen.CitizenAnimationHelper.Sitting { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.SittingOffsetHeight { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.SittingOffsetHeight { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle Sandbox.Citizen.CitizenAnimationHelper.SpecialMove { get; set; }public Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle Sandbox.Citizen.CitizenAnimationHelper.SpecialMove { get; set; }public Sandbox.SkinnedModelRenderer Sandbox.Citizen.CitizenAnimationHelper.Target { get; set; }public Sandbox.SkinnedModelRenderer Sandbox.Citizen.CitizenAnimationHelper.Target { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.VoiceLevel { get; set; }public System.Single Sandbox.Citizen.CitizenAnimationHelper.VoiceLevel { get; set; }Metadata