Fix anim when shot by tazer
This commit is contained in:
@@ -20,13 +20,15 @@ function tazePlayer(client) {
|
||||
setPlayerControlState(client, false);
|
||||
|
||||
let animationId = getAnimationFromParams("tazed");
|
||||
forcePedAnimation(client.player, animationId);
|
||||
if(animationId != false) {
|
||||
forcePedAnimation(client.player, animationId);
|
||||
|
||||
getPlayerData(client).currentAnimation = animationId;
|
||||
getPlayerData(client).currentAnimationPositionOffset = toVector3(0.0, 0.0, 0.0);
|
||||
getPlayerData(client).currentAnimationPositionReturnTo = getPlayerPosition(client);
|
||||
getPlayerData(client).animationStart = getCurrentUnixTimestamp();
|
||||
getPlayerData(client).animationForced = true;
|
||||
getPlayerData(client).currentAnimation = animationId;
|
||||
getPlayerData(client).currentAnimationPositionOffset = toVector3(0.0, 0.0, 0.0);
|
||||
getPlayerData(client).currentAnimationPositionReturnTo = getPlayerPosition(client);
|
||||
getPlayerData(client).animationStart = getCurrentUnixTimestamp();
|
||||
getPlayerData(client).animationForced = true;
|
||||
}
|
||||
|
||||
setTimeout(function() {
|
||||
unTazePlayer(client);
|
||||
|
||||
Reference in New Issue
Block a user