Pausing Animations
From The DarkMod Wiki
info by Ishtvan
I added an SDK function and a script function to pause animations and resume them. Right now it only works to pause/resume all animations on a given channel. It may be possible to pause individual animations and keep others going on the same channel, but it would be significantly more work, so I'll see if there's a demand for that.
The scriptfunction is:
pauseAnim <int channel> <bool pause>
When pause is true, it pauses it (doing nothing if already paused), when pause is false, it unpauses it (doing nothing if already unpaused).
Similary, the SDK function is in a few different places, but they're all
idAnimState::PauseAnim( int channel, bool bPause ) idWeapon::Event_PauseAnim( int channel, bool bPause ) idActor::Event_PauseAnim( int channel, bool bPause )
Or on the channel object itself, it's just Pause:
idAnimBlend::Pause( bool bPause ) bool idAnimBlend::IsPaused( void )