package funkin.backend.scripting.events; final class PlayAnimEvent extends CancellableEvent { /** Name of the animation that's going to be played. **/ public var animName:String; /** Whenever the animation will be forced or not (if it's null it will be forced based on the sprite's data xml, if it has one). **/ public var force:Null; /** Whenever the animation will play in reverse or not **/ public var reverse:Bool; /** The frame at which the animation will start playing **/ public var startingFrame:Int = 0; /** Context of the animation **/ public var context:PlayAnimContext; }