StartEntityAnimation(#Entity, Animation$ [, Flags])Description
Start the specified #Entity animation. The animation is always started from the beginning.
#Entity The entity to use. Animation$ The animation name. The animations are stored in the mesh object in a case-sensitive manner (ie: "Walk" will be a different animation than "walk"). If the animation isn't found or the mesh doesn't have a skeleton, this function will have no effect. Flag Flags can be a combination of the following values:#PB_EntityAnimation_Once: Play the animation only once. By default the animation loops automatically when its end is reached. EntityAnimationStatus() can be used to detect the animation end. #PB_EntityAnimation_Manual: Start the animation in manual mode, the time won't be automatically added after each RenderWorld(). AddEntityAnimationTime() needs to be called to update the animation time manually.
StopEntityAnimation(), EntityAnimationStatus(), AddEntityAnimationTime()