Don't freeze player on non-moving anims
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@@ -948,27 +948,35 @@ function sendPlayerEnterPropertyKey(client, key) {
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function makePedPlayAnimation(ped, animationSlot, positionOffset) {
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let animationData = getAnimationData(animationSlot);
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if(animationData[9] != VRR_ANIMMOVE_NONE) {
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setElementCollisionsEnabled(ped, false);
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let freezePlayer = false;
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//if(animationData[9] != VRR_ANIMMOVE_NONE) {
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switch(animationData[9]) {
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case VRR_ANIMMOVE_FORWARD:
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setElementCollisionsEnabled(ped, false);
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setElementPosition(ped, getPosInFrontOfPos(getElementPosition(ped), fixAngle(getElementHeading(ped)), positionOffset));
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_BACK:
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setElementCollisionsEnabled(ped, false);
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setElementPosition(ped, getPosBehindPos(getElementPosition(ped), fixAngle(getElementHeading(ped)), positionOffset));
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_LEFT:
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setElementCollisionsEnabled(ped, false);
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setElementPosition(ped, getPosToLeftOfPos(getElementPosition(ped), fixAngle(getElementHeading(ped)), positionOffset));
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_RIGHT:
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setElementCollisionsEnabled(ped, false);
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setElementPosition(ped, getPosToRightOfPos(getElementPosition(ped), fixAngle(getElementHeading(ped)), positionOffset));
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freezePlayer = true;
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break;
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}
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}
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triggerNetworkEvent("vrr.pedAnim", null, ped.id, animationData[1], animationData[2], animationData[3], animationData[4], animationData[5], positionOffset);
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//}
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triggerNetworkEvent("vrr.pedAnim", null, ped.id, animationData[1], animationData[2], animationData[3], animationData[4], animationData[5], positionOffset, freezePlayer);
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}
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// ===========================================================================
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