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Effect Resume
The Effect_Resume command resumes effect players paused by Effect_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. Players Description: The effect players (AnimationPlayers) to act on. Each key is a player's name, and its value is a Dictionary of settings for that player (see below), or an empty Dictionary for none. A single Line can control several players, each with its own settings. An entry that can't be found is reported and skipped, without affecting the others. Values: • Player name: A key of the Engine's media_players_paths, such as Effect. • ¢ expression: Can also return the player node itself, such as ¢$UI/Radio. Player Settings Each player in Players accepts the following keys. Pause_Loop_Resume Description: Overrides the Effect_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 Effect_Pause's value. Take_Hold Description: Whether this command takes hold of the player, if it is Public. While an Engine holds it, its Public Mode determines what other Engines can do with it: nothing (Exclusive), only the commands it lists (Semi-Exclusive), or anything (Free). The hold lasts until the playback ends or is stopped. Values: • Empty: The player decides, from its own list of commands that take hold. • 1: Take hold, even if the player doesn't list this command. • -1: Never take hold.