Files
GTA4RP/scripts/server/animation.js
Vortrex acfc788371 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
2021-09-13 07:22:00 -05:00

68 lines
2.8 KiB
JavaScript

// ===========================================================================
// Vortrex's Roleplay Resource
// https://github.com/VortrexFTW/gtac_roleplay
// ===========================================================================
// FILE: animation.js
// DESC: Provides animation functions and usage
// TYPE: Server (JavaScript)
// ===========================================================================
function initAnimationScript() {
logToConsole(LOG_DEBUG, "[VRR.Animation]: Initializing animation script ...");
logToConsole(LOG_DEBUG, "[VRR.Animation]: Animation script initialized!");
}
// ===========================================================================
function playPlayerAnimationCommand(command, params, client) {
if(areParamsEmpty(params)) {
messagePlayerSyntax(client, getCommandSyntaxText(command));
return false;
}
let splitParams = params.split(" ");
let animationSlot = getAnimationFromParams(splitParams[0]);
let animationPositionOffset = getAnimationFromParams(splitParams[1]);
if(!animationSlot) {
messagePlayerError(client, "That animation doesn't exist!");
messagePlayerInfo(client, "Use /animlist to see a list of valid animations");
return false;
}
getPlayerData(client).currentAnimation = animationSlot;
getPlayerData(client).currentAnimationPositionOffset = animationSlot;
getPlayerData(client).currentAnimationPositionReturnTo = getPlayerPosition(client);
getPlayerData(client).animationStart = getCurrentUnixTimestamp();
//setEntityData(getPlayerData(client).ped, "vrr.animation", animationSlot, true);
makePedPlayAnimation(getPlayerData(client).ped, animationSlot, animationPositionOffset);
}
// ===========================================================================
function stopPlayerAnimationCommand(command, params, client) {
setPlayerPosition(client, getPlayerData(client).currentAnimationPositionReturnTo);
makePedStopAnimation(getPlayerData(client).ped);
}
// ===========================================================================
function showAnimationListCommand(command, params, client) {
let animList = getGameData().animations[getServerGame()].map(function(x) { return x[0]; });
let chunkedList = splitArrayIntoChunks(animList, 10);
messagePlayerInfo(client, `${getInlineChatColourByType("clanOrange")}== ${getInlineChatColourByType("jobYellow")}Animation List ${getInlineChatColourByType("clanOrange")}===========================`);
for(let i in chunkedList) {
messagePlayerInfo(client, chunkedList[i].join(", "));
}
}
// ===========================================================================
function getAnimationData(animationSlot, gameId = getServerGame()) {
return getGameData().animations[gameId][animationSlot];
}
// ===========================================================================