143 lines
4.6 KiB
JavaScript
143 lines
4.6 KiB
JavaScript
// ===========================================================================
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// Vortrex's Roleplay Resource
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// https://github.com/VortrexFTW/gtac_roleplay
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// ===========================================================================
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// FILE: animation.js
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// DESC: Provides animation functions and usage
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// TYPE: Client (JavaScript)
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// ===========================================================================
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function makePedPlayAnimation(pedId, animationSlot, positionOffset) {
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let ped = getElementFromId(pedId);
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if(ped == null) {
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return false;
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}
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let animationData = getAnimationData(animationSlot);
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logToConsole(LOG_DEBUG, `[VRR.Animation] Playing animation ${animationData[0]} for ped ${pedId}`);
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let freezePlayer = false;
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switch(animationData.moveType) {
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case VRR_ANIMMOVE_FORWARD:
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setElementCollisionsEnabled(ped, false);
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if(ped.isSyncer) {
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setElementPosition(ped, getPosInFrontOfPos(getElementPosition(pedId), fixAngle(getElementHeading(pedId)), positionOffset));
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}
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_BACK:
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setElementCollisionsEnabled(pedId, false);
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if(ped.isSyncer) {
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setElementPosition(pedId, getPosBehindPos(getElementPosition(pedId), fixAngle(getElementHeading(pedId)), positionOffset));
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}
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_LEFT:
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setElementCollisionsEnabled(pedId, false);
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if(ped.isSyncer) {
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setElementPosition(pedId, getPosToLeftOfPos(getElementPosition(pedId), fixAngle(getElementHeading(pedId)), positionOffset));
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}
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freezePlayer = true;
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break;
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case VRR_ANIMMOVE_RIGHT:
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setElementCollisionsEnabled(pedId, false);
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if(ped.isSyncer) {
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setElementPosition(pedId, getPosToRightOfPos(getElementPosition(pedId), fixAngle(getElementHeading(pedId)), positionOffset));
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}
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freezePlayer = true;
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break;
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default:
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break;
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}
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if(getGame() < VRR_GAME_GTA_IV) {
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if(animationData.animType == VRR_ANIMTYPE_NORMAL || animationData.animType == VRR_ANIMTYPE_SURRENDER) {
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if(getGame() == VRR_GAME_GTA_VC || getGame() == VRR_GAME_GTA_SA) {
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ped.clearAnimations();
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} else {
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ped.clearObjective();
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}
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ped.addAnimation(animationData.groupId, animationData.animId);
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if(ped == localPlayer && freezePlayer == true) {
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inAnimation = true;
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setLocalPlayerControlState(false, false);
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localPlayer.collisionsEnabled = false;
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}
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} else if(animationData.animType == VRR_ANIMTYPE_BLEND) {
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ped.position = ped.position;
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ped.blendAnimation(animationData.groupId, animationData.animId, animationData.animSpeed);
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}
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} else {
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natives.requestAnims(animationData.groupId);
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natives.taskPlayAnimNonInterruptable(ped, animationData.groupId, animationData.animId, animationData.animSpeed, boolToInt(animationData.infiniteLoop), boolToInt(animationData.infiniteLoopNoMovement), boolToInt(animationData.dontReturnToStartCoords), boolToInt(animationData.freezeLastFrame), -1);
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}
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}
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// ===========================================================================
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function forcePedAnimation(pedId, animSlot) {
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let ped = getElementFromId(pedId);
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if(ped == null) {
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return false;
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}
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let animationData = getAnimationData(animSlot);
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if(getGame() < VRR_GAME_GTA_IV) {
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ped.position = ped.position;
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ped.addAnimation(animationData.groupId, animationData.animId);
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if(ped == localPlayer) {
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inAnimation = true;
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setLocalPlayerControlState(false, false);
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localPlayer.collisionsEnabled = false;
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}
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} else {
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natives.requestAnims(animationData.groupId);
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natives.taskPlayAnimNonInterruptable(ped, animationData.groupId, animationData.animId, animationData.animSpeed, boolToInt(animationData.infiniteLoop), boolToInt(animationData.infiniteLoopNoMovement), boolToInt(animationData.dontReturnToStartCoords), boolToInt(animationData.freezeLastFrame), -1);
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}
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}
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// ===========================================================================
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function makePedStopAnimation(pedId) {
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let ped = getElementFromId(pedId);
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if(ped == null) {
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return false;
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}
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if(getGame() != VRR_GAME_GTA_IV) {
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if(getGame() == VRR_GAME_GTA_VC || getGame() == VRR_GAME_GTA_SA) {
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ped.clearAnimations();
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} else {
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ped.clearObjective();
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}
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}
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if(ped == localPlayer) {
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if(getGame() != VRR_GAME_GTA_IV) {
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localPlayer.collisionsEnabled = true;
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}
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setLocalPlayerControlState(true, false);
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}
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}
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// ===========================================================================
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/**
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* @param {number} animationSlot - The slot index of the animation
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* @return {Array} The animation's data (array)
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*/
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function getAnimationData(animationSlot, gameId = getGame()) {
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return getGameConfig().animations[gameId][animationSlot];
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}
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// ===========================================================================
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