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@Maris, unfortunately I think the animation name is only available on the C side. When you see the debug info after selecting a player and pressing backspace, you can clearly see the name and location of the anim file. But that's it.

 

What you can do is use states from stategraphs, so an animation directly correlates to a state.

 

Alternatively, you have:

inst.AnimState:IsCurrentAnimation("idle_loop")

which returns true or false if the player is currently on the animation specified.

 

Which you may or may not use in combo with:

	inst:ListenForEvent("animover", function(inst)		if inst.AnimState:AnimDone() then			print("Anim done!")		end	end)
Edited by DarkXero

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