Lots of changes
* Add optional offset for some anims (like sitting) * Fix int/vw chat check not working * Disable ambience utils for now * Add ped stop anim util * Fix enter veh messages * Fix radio stream not stopping when exiting vehicle * Fix job items bugging out * Don't save job equipment items * Switch to inactive item slot when going on/off duty * Fix gotospawn not working with int/vw * Added anims for offset use * Added element ID & syncer utils * Fixed wrong job name being shown when setting job vehicle rank * Added anim move type constants * Added element collision net events * Added is any GUI active util * Fixed showing player list when a GUI is active
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@@ -140,23 +140,23 @@ function showGameMessage(client, text, colour, duration) {
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// ===========================================================================
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function enableCityAmbienceForPlayer(client, clearElements = false) {
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if(server.getCVar("civilians") == false) {
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return false;
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}
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//if(server.getCVar("civilians") == false) {
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// return false;
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//}
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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triggerNetworkEvent("vrr.ambience", client, true);
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//logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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//triggerNetworkEvent("vrr.ambience", client, true);
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}
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// ===========================================================================
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function disableCityAmbienceForPlayer(client, clearElements = false) {
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if(server.getCVar("civilians") == true) {
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return false;
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}
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//if(server.getCVar("civilians") == true) {
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// return false;
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//}
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logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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triggerNetworkEvent("vrr.ambience", client, false, clearElements);
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//logToConsole(LOG_DEBUG, `[VRR.Client] Setting ${getPlayerDisplayForConsole(client)}'s city ambience to ${toUpperCase(getOnOffFromBool(false))}`);
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//triggerNetworkEvent("vrr.ambience", client, false, clearElements);
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}
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// ===========================================================================
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@@ -928,10 +928,35 @@ function sendPlayerEnterPropertyKey(client, key) {
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// ===========================================================================
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function makePedPlayAnimation(ped, animationSlot) {
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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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switch(animationData[9]) {
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case VRR_ANIMMOVE_FORWARD:
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setElementPosition(ped, getPosInFrontOfPos(getElementPosition(ped), getElementHeading(ped), positionOffset));
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break;
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triggerNetworkEvent("vrr.pedAnim", null, ped.id, animationData[1], animationData[2], animationData[3], animationData[4]);
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case VRR_ANIMMOVE_BACK:
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setElementPosition(ped, getPosBehindPos(getElementPosition(ped), getElementHeading(ped), positionOffset));
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break;
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case VRR_ANIMMOVE_LEFT:
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setElementPosition(ped, getPosToLeftOfPos(getElementPosition(ped), getElementHeading(ped), positionOffset));
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break;
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case VRR_ANIMMOVE_RIGHT:
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setElementPosition(ped, getPosToRightOfPos(getElementPosition(ped), getElementHeading(ped), positionOffset));
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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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// ===========================================================================
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function makePedStopAnimation(ped) {
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triggerNetworkEvent("vrr.pedStopAnim", null, ped.id);
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}
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// ===========================================================================
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