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CS Anim Resume
The CS_Anim_Resume command resumes animations paused by CS_Anim_Pause, and cancels the automatic resume set by its Lines key. It also starts an animation held on its first frame by a Loops of 0, which then plays once. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Targets Description: The nodes the command acts on. Each key identifies a node, and its value is a Dictionary of settings for that node (see below), or an empty Dictionary for none. The Engine reports an entry it can't find and skips it, without affecting the others. Values: • Container/Name: A node inside one of the containers listed in the Engine's cs_paths, such as Actors/Hero for the node Hero in the Actors container. The name can be a longer path, such as Actors/Hero/Hat. • Container/°role: The node named after the Actor assigned to that Role, such as Actors/°guard. A Role always needs its container. • Node path: A path relative to the Engine, or an absolute path such as /root/Game/Hero. • ¢ expression: Can also return the node itself, such as ¢$Level/Hero (a path from the Engine). Target Settings Each target in Targets accepts the following keys. Node Description: The node inside the target that the command controls. Values: • Internal node key: A key of the target's internal_node_dict. • Node path: A path relative to the target. • Empty: The target itself if it is an AnimationPlayer or an AnimationTree, otherwise its child named AnimationPlayer or AnimationTree. Pause_Loop_Resume Description: Overrides the CS_Anim_Pause's Pause_Loop_Resume, for an entry in a pause loop. The value is case-insensitive. Values: • Return: Resume immediately, from the pause point. • Continue: Resume immediately, from the loop's current position. • Finish_Return: Resume once the loop reaches its end, from the pause point. • Finish_Continue: Resume once the loop reaches its end, continuing from there. • null: Use the CS_Anim_Pause's value.