2026-04-14 17:41:39 +02:00

1102 lines
38 KiB
Lua

--- RPEmotes by TayMcKenzieNZ, Mathu_lmn and MadsL, maintained by TayMcKenzieNZ ---
--- Download the OFFICIAL version and updates ONLY at https://github.com/TayMcKenzieNZ/rpemotes ---
--- RPEmotes is FREE and ALWAYS will be. STOP PAYING SCAMMY FUCKERS FOR SOMEONE ELSE'S WORK!!! ---
-- You probably shouldn't touch these.
local AnimationDuration = -1
local ChosenAnimation = ""
local ChosenDict = ""
local ChosenAnimOptions = false
local MovementType = 0
local PlayerGender = "male"
local PlayerHasProp = false
local PlayerProps = {}
local PlayerParticles = {}
local SecondPropEmote = false
local lang = Config.MenuLanguage
local PtfxNotif = false
local PtfxPrompt = false
local PtfxWait = 500
local PtfxCanHold = false
local PtfxNoProp = false
local AnimationThreadStatus = false
local CheckStatus = false
local CanCancel = true
local InExitEmote = false
local ExitAndPlay = false
local EmoteCancelPlaying = false
IsInAnimation = false
CurrentAnimationName = nil
CurrentTextureVariation = nil
inHandsup = false
-- Remove emotes if needed
local emoteTypes = {
"Shared",
"Dances",
"AnimalEmotes",
"Emotes",
"PropEmotes",
}
for i = 1, #emoteTypes do
local emoteType = emoteTypes[i]
for emoteName, emoteData in pairs(RP[emoteType]) do
local shouldRemove = false
if Config.AdultEmotesDisabled and emoteData.AdultAnimation then shouldRemove = true end
if emoteData[1] and not ((emoteData[1] == 'Scenario') or (emoteData[1] == 'ScenarioObject') or (emoteData[1] == 'MaleScenario')) and not DoesAnimDictExist(emoteData[1]) then shouldRemove = true end
if shouldRemove then RP[emoteType][emoteName] = nil end
end
end
local function RunAnimationThread()
local playerId = PlayerPedId()
if AnimationThreadStatus then return end
AnimationThreadStatus = true
CreateThread(function()
local sleep
while AnimationThreadStatus and (IsInAnimation or PtfxPrompt) do
sleep = 500
if IsInAnimation then
sleep = 0
if IsPlayerAiming(playerId) then
EmoteCancel()
end
if not Config.AllowPunching then
DisableControlAction(2, 140, true)
DisableControlAction(2, 141, true)
DisableControlAction(2, 142, true)
end
end
if PtfxPrompt then
sleep = 0
if not PtfxNotif then
SimpleNotify(PtfxInfo)
PtfxNotif = true
end
if IsControlPressed(0, 47) then
PtfxStart()
Wait(PtfxWait)
if PtfxCanHold then
while IsControlPressed(0, 47) and IsInAnimation and AnimationThreadStatus do
Wait(5)
end
end
PtfxStop()
end
end
Wait(sleep)
end
end)
end
local function CheckStatusThread(dict, anim)
CreateThread(function()
if CheckStatus then
CheckStatus = false
Wait(10)
end
CheckStatus = true
while not IsEntityPlayingAnim(PlayerPedId(), dict, anim, 3) do
Wait(5)
end
while CheckStatus and IsInAnimation do
if not IsEntityPlayingAnim(PlayerPedId(), dict, anim, 3) then
DebugPrint("Animation ended")
DestroyAllProps()
EmoteCancel()
break
end
Wait(0)
end
end)
end
if Config.EnableCancelKeybind then
RegisterKeyMapping("emotecancel", "Cancel current emote", "keyboard", Config.CancelEmoteKey)
end
-----------------------------------------------------------------------------------------------------
-- Commands / Events --------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
CreateThread(function()
TriggerEvent('chat:addSuggestion', '/e', 'Play an emote',
{ { name = "emotename", help = "dance, camera, sit or any valid emote." },
{ name = "texturevariation", help = "(Optional) 1, 2, 3 or any number. Will change the texture of some props used in emotes, for example the color of a phone. Enter -1 to see a list of variations." } })
TriggerEvent('chat:addSuggestion', '/emote', 'Play an emote',
{ { name = "emotename", help = "dance, camera, sit or any valid emote." },
{ name = "texturevariation", help = "(Optional) 1, 2, 3 or any number. Will change the texture of some props used in emotes, for example the color of a phone. Enter -1 to see a list of variations." } })
if Config.SqlKeybinding then
TriggerEvent('chat:addSuggestion', '/emotebind', 'Bind an emote',
{ { name = "key", help = "num4, num5, num6, num7. num8, num9. Numpad 4-9!" },
{ name = "emotename", help = "dance, camera, sit or any valid emote." } })
TriggerEvent('chat:addSuggestion', '/emotebinds', 'Check your currently bound emotes.')
end
TriggerEvent('chat:addSuggestion', '/emotemenu', 'Open rpemotes menu (F4) by default. This may differ from server to server.')
TriggerEvent('chat:addSuggestion', '/emotes', 'List available emotes.')
TriggerEvent('chat:addSuggestion', '/emotecancel', 'Cancel currently playing emote.')
end)
RegisterCommand('e', function(source, args, raw) EmoteCommandStart(source, args, raw) end, false)
RegisterCommand('emote', function(source, args, raw) EmoteCommandStart(source, args, raw) end, false)
if Config.SqlKeybinding then
RegisterCommand('emotebind', function(source, args, raw) EmoteBindStart(source, args, raw) end, false)
RegisterCommand('emotebinds', function(source, args, raw) EmoteBindsStart(source, args, raw) end, false)
end
if Config.MenuKeybindEnabled then
RegisterCommand('emoteui', function() OpenEmoteMenu() end, false)
RegisterKeyMapping("emoteui", "Open rpemotes menu", "keyboard", Config.MenuKeybind)
else
RegisterCommand('emotemenu', function() OpenEmoteMenu() end, false)
end
RegisterCommand('emotes', function() EmotesOnCommand() end, false)
RegisterCommand('emotecancel', function() EmoteCancel() end, false)
local disableHandsupControls = {
--- On Foot Controls
[36] = true, -- INPUT_DUCK
[44] = true, -- INPUT_COVER
--- Vehicle Controls - Car
[59] = true, -- INPUT_VEH_MOVE_LR
[60] = true, -- INPUT_VEH_MOVE_UD
[61] = true, -- INPUT_VEH_MOVE_UP_ONLY
[62] = true, -- INPUT_VEH_MOVE_DOWN_ONLY
[63] = true, -- INPUT_VEH_MOVE_LEFT_ONLY
[64] = true, -- INPUT_VEH_MOVE_RIGHT_ONLY
[65] = true, -- INPUT_VEH_SPECIAL
[66] = true, -- INPUT_VEH_GUN_LR
[67] = true, -- INPUT_VEH_GUN_UD
[69] = true, -- INPUT_VEH_ATTACK
[70] = true, -- INPUT_VEH_ATTACK2
[71] = true, -- INPUT_VEH_ACCELERATE
[72] = true, -- INPUT_VEH_BRAKE
[73] = true, -- INPUT_VEH_DUCK
[74] = true, -- INPUT_VEH_HEADLIGHT
[77] = true, -- INPUT_VEH_HOTWIRE_LEFT
[78] = true, -- INPUT_VEH_HOTWIRE_RIGHT
[80] = true, -- INPUT_VEH_CIN_CAM
[91] = true, -- INPUT_VEH_PASSENGER_AIM
[53] = true, -- INPUT_WEAPON_SPECIAL
[54] = true, -- INPUT_WEAPON_SPECIAL_TWO
--- We need these enabled as the weapon and radio wheel are tied together, and I want players to be able to defend themselves -- TayMcKenzieNZ --
-- [81] = true, -- INPUT_VEH_NEXT_RADIO
-- [82] = false, -- INPUT_VEH_PREV_RADIO
-- [83] = true, -- INPUT_VEH_NEXT_RADIO_TRACK
-- [84] = true, -- INPUT_VEH_PREV_RADIO_TRACK
-- [85] = true, -- INPUT_VEH_RADIO_WHEEL
[86] = true, -- INPUT_VEH_HORN
[102] = true, -- INPUT_VEH_JUMP
[104] = true, -- INPUT_VEH_SHUFFLE
[105] = true, -- INPUT_VEH_DROP_PROJECTILE
[337] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_TOGGLE
[338] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_LEFT
[339] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_RIGHT
[340] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_UP
[341] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_DOWN
[342] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_UD
[343] = true, -- INPUT_VEH_HYDRAULICS_CONTROL_LR
[351] = true, -- INPUT_VEH_ROCKET_BOOST
[351] = true, -- INPUT_VEH_ROCKET_BOOST
[354] = true, -- INPUT_VEH_BIKE_WINGS
[357] = true, -- INPUT_VEH_TRANSFORM
-- Vehicle Controls - Bicycle / Motorcycle
[136] = true, -- INPUT_VEH_PUSHBIKE_PEDAL
[137] = true, -- INPUT_VEH_PUSHBIKE_SPRINT
[139] = true, -- INPUT_VEH_PUSHBIKE_REAR_BRAKE
[140] = true, -- INPUT_MELEE_ATTACK_LIGHT
[141] = true, -- INPUT_MELEE_ATTACK_HEAVY
[142] = true, -- INPUT_MELEE_ATTACK_ALTERNATE
-- We disable the following, as the hands up animation on a bicycle / motorcycle looks broken and therefore meele does not work correctly. Perhaps we can fix this later? - TayMcKenzieNZ --
-- Players can however meele attack with a weapon --
[143] = true, -- INPUT_MELEE_BLOCK
[345] = true, -- INPUT_VEH_MELEE_HOLD
[346] = true, -- INPUT_VEH_MELEE_LEFT
[347] = true, -- INPUT_VEH_MELEE_RIGHT
}
local playerId = PlayerId()
local function HandsUpLoop()
CreateThread(function()
while inHandsup do
if disableHandsupControls then
for control, state in pairs(disableHandsupControls) do
DisableControlAction(0, control, state)
end
end
if IsPlayerAiming(playerId) then
ClearPedSecondaryTask(PlayerPedId())
CreateThread(function()
Wait(350)
inHandsup = false
end)
end
Wait(0)
end
end)
end
if Config.HandsupEnabled then
RegisterCommand('handsup', function()
if IsPedInAnyVehicle(PlayerPedId(), false) and not Config.HandsupKeybindInCarEnabled and not inHandsup then
return
end
Handsup()
end, false)
function Handsup()
local playerPed = PlayerPedId()
if not IsPedHuman(playerPed) then
return
end
if isInActionWithErrorMessage() then
return
end
inHandsup = not inHandsup
if inHandsup then
DestroyAllProps()
local dict = "random@mugging3"
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Wait(0)
end
TaskPlayAnim(PlayerPedId(), dict, "handsup_standing_base", 2.0, 2.0, -1, 49, 0, false, IsThisModelABike(GetEntityModel(GetVehiclePedIsIn(PlayerPedId(), false))) and 4127 or false, false)
HandsUpLoop()
else
ClearPedSecondaryTask(PlayerPedId())
if Config.PersistentEmoteAfterHandsup and IsInAnimation then
local emote = RP.Emotes[CurrentAnimationName]
if not emote then
emote = RP.PropEmotes[CurrentAnimationName]
end
if not emote then
return
end
emote.name = CurrentAnimationName
ClearPedSecondaryTask(PlayerPedId())
Wait(400)
DestroyAllProps()
OnEmotePlay(emote, emote.name, CurrentTextureVariation)
end
end
end
TriggerEvent('chat:addSuggestion', '/handsup', 'Put your arms up.')
if Config.HandsupKeybindEnabled then
RegisterKeyMapping("handsup", "Put your arms up", "keyboard", Config.HandsupKeybind)
end
local function IsPlayerInHandsUp()
return inHandsup
end
exports('IsPlayerInHandsUp', IsPlayerInHandsUp)
end
AddEventHandler('onResourceStop', function(resource)
if resource == GetCurrentResourceName() then
local ply = PlayerPedId()
DestroyAllProps()
ClearPedTasksImmediately(ply)
DetachEntity(ply, true, false)
ResetPedMovementClipset(ply, 0.8)
AnimationThreadStatus = false
end
end)
-----------------------------------------------------------------------------------------------------
------ Functions and stuff --------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
function EmoteCancel(force)
local scenarioObjects = {
`p_amb_coffeecup_01`,
`p_amb_joint_01`,
`p_cs_ciggy_01`,
`p_cs_ciggy_01b_s`,
`p_cs_clipboard`,
`p_cs_joint_01`,
`p_cs_joint_02`,
`prop_acc_guitar_01`,
`prop_amb_ciggy_01`,
`prop_amb_phone`,
`prop_beggers_sign_01`,
`prop_beggers_sign_02`,
`prop_beggers_sign_03`,
`prop_beggers_sign_04`,
`prop_bongos_01`,
`prop_cigar_01`,
`prop_cigar_02`,
`prop_cigar_03`,
`prop_cs_beer_bot_40oz_02`,
`prop_cs_paper_cup`,
`prop_cs_trowel`,
`prop_fib_clipboard`,
`prop_fish_slice_01`,
`prop_fishing_rod_01`,
`prop_fishing_rod_02`,
`prop_notepad_02`,
`prop_parking_wand_01`,
`prop_rag_01`,
`prop_scn_police_torch`,
`prop_sh_cigar_01`,
`prop_sh_joint_01`,
`prop_tool_broom`,
`prop_tool_hammer`,
`prop_tool_jackham`,
`prop_tennis_rack_01`,
`prop_weld_torch`,
`w_me_gclub`
}
for i = 1, #scenarioObjects do
local deleteScenarioObject = GetClosestObjectOfType(GetEntityCoords(PlayerPedId()), 1.0, scenarioObjects[i], false, true ,true)
if DoesEntityExist(deleteScenarioObject) then
SetEntityAsMissionEntity(deleteScenarioObject, false, false)
DeleteObject(deleteScenarioObject)
end
end
EmoteCancelPlaying = true
-- Don't cancel if we are in an exit emote
if InExitEmote then
return
end
local ply = PlayerPedId()
if not CanCancel and force ~= true then return end
if ChosenDict == "MaleScenario" and IsInAnimation then
ClearPedTasksImmediately(ply)
IsInAnimation = false
DebugPrint("Forced scenario exit")
elseif ChosenDict == "Scenario" and IsInAnimation then
ClearPedTasksImmediately(ply)
IsInAnimation = false
DebugPrint("Forced scenario exit")
end
PtfxNotif = false
PtfxPrompt = false
Pointing = false
if IsInAnimation then
if LocalPlayer.state.ptfx then
PtfxStop()
end
DetachEntity(ply, true, false)
CancelSharedEmote(ply)
if ChosenAnimOptions and ChosenAnimOptions.ExitEmote then
-- If the emote exit type is not specified, it defaults to Emotes
local options = ChosenAnimOptions
local ExitEmoteType = options.ExitEmoteType or "Emotes"
-- Checks that the exit emote actually exists
if not RP[ExitEmoteType] or not RP[ExitEmoteType][options.ExitEmote] then
DebugPrint("Exit emote was invalid")
IsInAnimation = false
ClearPedTasks(ply)
return
end
OnEmotePlay(RP[ExitEmoteType][options.ExitEmote], ExitEmoteType)
DebugPrint("Playing exit animation")
-- Check that the exit emote has a duration, and if so, set InExitEmote variable
local animationOptions = RP[ExitEmoteType][options.ExitEmote].AnimationOptions
if animationOptions and animationOptions.EmoteDuration then
InExitEmote = true
SetTimeout(animationOptions.EmoteDuration, function()
InExitEmote = false
DestroyAllProps()
ClearPedTasks(ply)
EmoteCancelPlaying = false
end)
return
end
else
IsInAnimation = false
ClearPedTasks(ply)
EmoteCancelPlaying = false
end
DestroyAllProps()
end
AnimationThreadStatus = false
CheckStatus = false
end
--#region ptfx
function PtfxThis(asset)
while not HasNamedPtfxAssetLoaded(asset) do
RequestNamedPtfxAsset(asset)
Wait(10)
end
UseParticleFxAsset(asset)
end
function PtfxStart()
LocalPlayer.state:set('ptfx', true, true)
end
function PtfxStop()
LocalPlayer.state:set('ptfx', false, true)
end
AddStateBagChangeHandler('ptfx', nil, function(bagName, key, value, _unused, replicated)
local plyId = tonumber(bagName:gsub('player:', ''), 10)
-- We stop here if we don't need to go further
-- We don't need to start or stop the ptfx twice
if (PlayerParticles[plyId] and value) or (not PlayerParticles[plyId] and not value) then return end
-- Only allow ptfx change on players
local ply = GetPlayerFromServerId(plyId)
if ply == 0 then return end
local plyPed = GetPlayerPed(ply)
if not DoesEntityExist(plyPed) then return end
local stateBag = Player(plyId).state
if value then
-- Start ptfx
local asset = stateBag.ptfxAsset
local name = stateBag.ptfxName
local offset = stateBag.ptfxOffset
local rot = stateBag.ptfxRot
local boneIndex = stateBag.ptfxBone and GetPedBoneIndex(plyPed, stateBag.ptfxBone) or GetEntityBoneIndexByName(name, "VFX")
local scale = stateBag.ptfxScale or 1
local color = stateBag.ptfxColor
local propNet = stateBag.ptfxPropNet
local entityTarget = plyPed
-- Only do for valid obj
if propNet then
local propObj = NetToObj(propNet)
if DoesEntityExist(propObj) then
entityTarget = propObj
end
end
PtfxThis(asset)
PlayerParticles[plyId] = StartNetworkedParticleFxLoopedOnEntityBone(name, entityTarget, offset.x, offset.y, offset.z, rot.x, rot.y, rot.z, boneIndex, scale + 0.0, 0, 0, 0, 1065353216, 1065353216, 1065353216, 0)
if color then
if color[1] and type(color[1]) == 'table' then
local randomIndex = math.random(1, #color)
color = color[randomIndex]
end
SetParticleFxLoopedAlpha(PlayerParticles[plyId], color.A)
SetParticleFxLoopedColour(PlayerParticles[plyId], color.R / 255, color.G / 255, color.B / 255, false)
end
DebugPrint("Started PTFX: " .. PlayerParticles[plyId])
else
-- Stop ptfx
DebugPrint("Stopped PTFX: " .. PlayerParticles[plyId])
StopParticleFxLooped(PlayerParticles[plyId], false)
RemoveNamedPtfxAsset(stateBag.ptfxAsset)
PlayerParticles[plyId] = nil
end
end)
--#endregion ptfx
function EmotesOnCommand(source, args, raw)
local EmotesCommand = ""
for a in pairsByKeys(RP.Emotes) do
EmotesCommand = EmotesCommand .. "" .. a .. ", "
end
EmoteChatMessage(EmotesCommand)
EmoteChatMessage(Config.Languages[lang]['emotemenucmd'])
end
function EmoteMenuStart(args, hard, textureVariation)
local name = args
local etype = hard
if etype == "dances" then
if RP.Dances[name] ~= nil then
OnEmotePlay(RP.Dances[name], name)
end
elseif etype == "animals" then
if RP.AnimalEmotes[name] ~= nil then
CheckAnimalAndOnEmotePlay(RP.AnimalEmotes[name], name)
end
elseif etype == "props" then
if RP.PropEmotes[name] ~= nil then
OnEmotePlay(RP.PropEmotes[name], name, textureVariation)
end
elseif etype == "emotes" then
if RP.Emotes[name] ~= nil then
OnEmotePlay(RP.Emotes[name], name)
end
elseif etype == "expression" then
if RP.Expressions[name] ~= nil then
SetPlayerPedExpression(RP.Expressions[name][1], true)
end
end
end
function EmoteCommandStart(source, args, raw)
if #args > 0 then
if IsEntityDead(PlayerPedId()) or IsPedRagdoll(PlayerPedId()) or IsPedGettingUp(PlayerPedId()) or IsPedInMeleeCombat(PlayerPedId()) then
TriggerEvent('chat:addMessage', {
color = {255, 0, 0},
multiline = true,
args = {"RPEmotes", Config.Languages[lang]['dead']}
})
return
end
if (IsPedSwimming(PlayerPedId()) or IsPedSwimmingUnderWater(PlayerPedId())) and not Config.AllowInWater then
TriggerEvent('chat:addMessage', {
color = {255, 0, 0},
multiline = true,
args = {"RPEmotes", Config.Languages[lang]['swimming']}
})
return
end
local name = string.lower(args[1])
if name == "c" then
if IsInAnimation then
EmoteCancel()
else
EmoteChatMessage(Config.Languages[lang]['nocancel'])
end
return
elseif name == "help" then
EmotesOnCommand()
return
end
if RP.Emotes[name] ~= nil then
OnEmotePlay(RP.Emotes[name], name)
return
elseif RP.Dances[name] ~= nil then
OnEmotePlay(RP.Dances[name], name)
return
elseif RP.AnimalEmotes[name] ~= nil then
if Config.AnimalEmotesEnabled then
CheckAnimalAndOnEmotePlay(RP.AnimalEmotes[name], name)
return
else
EmoteChatMessage(Config.Languages[lang]['animaldisabled'])
return
end
elseif RP.Exits[name] ~= nil then
OnEmotePlay(RP.Exits[name], name)
return
elseif RP.PropEmotes[name] ~= nil then
if RP.PropEmotes[name].AnimationOptions.PropTextureVariations then
if #args > 1 then
local textureVariation = tonumber(args[2])
if (RP.PropEmotes[name].AnimationOptions.PropTextureVariations[textureVariation] ~= nil) then
OnEmotePlay(RP.PropEmotes[name], name, textureVariation - 1)
return
else
local str = ""
for k, v in ipairs(RP.PropEmotes[name].AnimationOptions.PropTextureVariations) do
str = str .. string.format("\n(%s) - %s", k, v.Name)
end
EmoteChatMessage(string.format(Config.Languages[lang]['invalidvariation'], str), true)
OnEmotePlay(RP.PropEmotes[name], name, 0)
return
end
end
end
OnEmotePlay(RP.PropEmotes[name], name)
return
else
EmoteChatMessage("'" .. name .. "' " .. Config.Languages[lang]['notvalidemote'] .. "")
end
end
end
function CheckAnimalAndOnEmotePlay(EmoteName, name)
-- if the name string starts with "bdog" and the current ped is in the BigDog list, play the emote
if string.sub(name, 1, 4) == "bdog" then
for i = 1, #BigDogs do
if IsPedModel(PlayerPedId(), GetHashKey(BigDogs[i])) then
OnEmotePlay(EmoteName, name)
return
end
end
EmoteChatMessage(Config.Languages[lang]['notvalidpet'])
elseif string.sub(name, 1, 4) == "sdog" then
for i = 1, #SmallDogs do
if IsPedModel(PlayerPedId(), GetHashKey(SmallDogs[i])) then
OnEmotePlay(EmoteName, name)
return
end
end
EmoteChatMessage(Config.Languages[lang]['notvalidpet'])
end
end
function DestroyAllProps()
for _, v in pairs(PlayerProps) do
DeleteEntity(v)
end
PlayerHasProp = false
DebugPrint("Destroyed Props")
end
function AddPropToPlayer(prop1, bone, off1, off2, off3, rot1, rot2, rot3, textureVariation)
local Player = PlayerPedId()
local x, y, z = table.unpack(GetEntityCoords(Player))
if not IsModelValid(prop1) then
DebugPrint(tostring(prop1).." is not a valid model!")
return false
end
if not HasModelLoaded(prop1) then
LoadPropDict(prop1)
end
prop = CreateObject(joaat(prop1), x, y, z + 0.2, true, true, true)
if textureVariation ~= nil then
SetObjectTextureVariation(prop, textureVariation)
end
AttachEntityToEntity(prop, Player, GetPedBoneIndex(Player, bone), off1, off2, off3, rot1, rot2, rot3, true, true,
false, true, 1, true)
table.insert(PlayerProps, prop)
PlayerHasProp = true
SetModelAsNoLongerNeeded(prop1)
DebugPrint("Added prop to player")
return true
end
-----------------------------------------------------------------------------------------------------
-- V -- This could be a whole lot better, i tried messing around with "IsPedMale(ped)"
-- V -- But i never really figured it out, if anyone has a better way of gender checking let me know.
-- V -- Since this way doesnt work for ped models.
-- V -- in most cases its better to replace the scenario with an animation bundled with prop instead.
-----------------------------------------------------------------------------------------------------
function CheckGender()
local playerPed = PlayerPedId()
if GetEntityModel(playerPed) == joaat("mp_f_freemode_01") then
PlayerGender = "female"
else
PlayerGender = "male"
end
DebugPrint("Set gender as = (" .. PlayerGender .. ")")
end
-----------------------------------------------------------------------------------------------------
------ This is the major function for playing emotes! -----------------------------------------------
-----------------------------------------------------------------------------------------------------
function OnEmotePlay(EmoteName, name, textureVariation)
local scenarioObjects = {
`prop_tool_jackham`,
`prop_bongos_01`,
`prop_acc_guitar_01`,
`prop_notepad_02`,
`prop_tool_hammer`,
`prop_fish_slice_01`,
`prop_cs_trowel`,
`prop_tool_broom`,
`prop_cs_paper_cup`,
`prop_amb_phone`,
`prop_cigar_03`,
`p_cs_joint_01`,
`prop_weld_torch`,
}
for i = 1, #scenarioObjects do
local deleteScenarioObject = GetClosestObjectOfType(GetEntityCoords(PlayerPedId()), 1.0, scenarioObjects[i], false, true ,true)
if DoesEntityExist(deleteScenarioObject) then
SetEntityAsMissionEntity(deleteScenarioObject, false, false)
DeleteObject(deleteScenarioObject)
end
end
InVehicle = IsPedInAnyVehicle(PlayerPedId(), true)
Pointing = false
if not Config.AllowedInCars and InVehicle == 1 then
return
end
if not DoesEntityExist(PlayerPedId()) then
return false
end
if Config.AdultEmotesDisabled and EmoteName.AdultAnimation then
return EmoteChatMessage(Config.Languages[lang]['adultemotedisabled'])
end
-- Don't play a new animation if we are in an exit emote
if InExitEmote then
return false
end
if Config.CancelPreviousEmote and IsInAnimation and not ExitAndPlay and not EmoteCancelPlaying then
ExitAndPlay = true
DebugPrint("Canceling previous emote and playing next emote")
PlayExitAndEnterEmote(EmoteName, name, textureVariation)
return
end
local animOption = EmoteName.AnimationOptions
if InVehicle then
if animOption and animOption.NotInVehicle then
return EmoteChatMessage(Config.Languages[lang]['not_in_a_vehicle'])
end
elseif animOption and animOption.onlyInVehicle then
return EmoteChatMessage(Config.Languages[lang]['in_a_vehicle'])
end
if ChosenAnimOptions and ChosenAnimOptions.ExitEmote and animOption and animOption.ExitEmote then
if not (animOption and ChosenAnimOptions.ExitEmote == animOption.ExitEmote) and RP.Exits[ChosenAnimOptions.ExitEmote][2] ~= EmoteName[2] then
return
end
end
if isInActionWithErrorMessage() then
return false
end
ChosenDict, ChosenAnimation, ename = table.unpack(EmoteName)
CurrentAnimationName = name
CurrentTextureVariation = textureVariation
ChosenAnimOptions = animOption
AnimationDuration = -1
if Config.DisarmPlayer then
if IsPedArmed(PlayerPedId(), 7) then
SetCurrentPedWeapon(PlayerPedId(), joaat('WEAPON_UNARMED'), true)
end
end
if animOption and animOption.Prop and PlayerHasProp then
DestroyAllProps()
end
if ChosenDict == "MaleScenario" or ChosenDict == "Scenario" or ChosenDict == "ScenarioObject" then
CheckGender()
if ChosenDict == "MaleScenario" then if InVehicle then return end
if PlayerGender == "male" then
ClearPedTasks(PlayerPedId())
DestroyAllProps()
TaskStartScenarioInPlace(PlayerPedId(), ChosenAnimation, 0, true)
DebugPrint("Playing scenario = (" .. ChosenAnimation .. ")")
IsInAnimation = true
RunAnimationThread()
else
DestroyAllProps()
EmoteCancel()
EmoteChatMessage(Config.Languages[lang]['maleonly'])
end
return
elseif ChosenDict == "ScenarioObject" then if InVehicle then return end
BehindPlayer = GetOffsetFromEntityInWorldCoords(PlayerPedId(), 0.0, 0 - 0.5, -0.5);
ClearPedTasks(PlayerPedId())
TaskStartScenarioAtPosition(PlayerPedId(), ChosenAnimation, BehindPlayer['x'], BehindPlayer['y'], BehindPlayer['z'], GetEntityHeading(PlayerPedId()), 0, true, false)
DebugPrint("Playing scenario = (" .. ChosenAnimation .. ")")
IsInAnimation = true
RunAnimationThread()
return
elseif ChosenDict == "Scenario" then if InVehicle then return end
ClearPedTasks(PlayerPedId())
DestroyAllProps()
TaskStartScenarioInPlace(PlayerPedId(), ChosenAnimation, 0, true)
DebugPrint("Playing scenario = (" .. ChosenAnimation .. ")")
IsInAnimation = true
RunAnimationThread()
return
end
end
-- Small delay at the start
if animOption and animOption.StartDelay then
Wait(animOption.StartDelay)
end
if not LoadAnim(ChosenDict) then
EmoteChatMessage("'" .. ename .. "' " .. Config.Languages[lang]['notvalidemote'] .. "")
return
end
MovementType = 0 -- Default movement type
if InVehicle == 1 then
MovementType = 51
elseif animOption then
if animOption.EmoteMoving then
MovementType = 51
elseif animOption.EmoteLoop then
MovementType = 1
elseif animOption.EmoteStuck then
MovementType = 50
end
end
if animOption then
if animOption.EmoteDuration == nil then
animOption.EmoteDuration = -1
AttachWait = 0
else
AnimationDuration = animOption.EmoteDuration
AttachWait = animOption.EmoteDuration
end
if animOption.PtfxAsset then
PtfxAsset = animOption.PtfxAsset
PtfxName = animOption.PtfxName
if animOption.PtfxNoProp then
PtfxNoProp = animOption.PtfxNoProp
else
PtfxNoProp = false
end
Ptfx1, Ptfx2, Ptfx3, Ptfx4, Ptfx5, Ptfx6, PtfxScale = table.unpack(animOption.PtfxPlacement)
PtfxBone = animOption.PtfxBone
PtfxColor = animOption.PtfxColor
PtfxInfo = animOption.PtfxInfo
PtfxWait = animOption.PtfxWait
PtfxCanHold = animOption.PtfxCanHold
PtfxNotif = false
PtfxPrompt = true
-- RunAnimationThread() -- ? This call should not be required, see if needed with tests
TriggerServerEvent("rpemotes:ptfx:sync", PtfxAsset, PtfxName, vector3(Ptfx1, Ptfx2, Ptfx3), vector3(Ptfx4, Ptfx5, Ptfx6), PtfxBone, PtfxScale, PtfxColor)
else
DebugPrint("Ptfx = none")
PtfxPrompt = false
end
end
if IsPedUsingAnyScenario(PlayerPedId()) or IsPedActiveInScenario(PlayerPedId()) then
ClearPedTasksImmediately(PlayerPedId())
end
TaskPlayAnim(PlayerPedId(), ChosenDict, ChosenAnimation, 5.0, 5.0, AnimationDuration, MovementType, 0, false, false, false)
RemoveAnimDict(ChosenDict)
IsInAnimation = true
RunAnimationThread()
if animOption and animOption.Prop then
-- if there is a prop, don't do the status thread as it's useless and leads to some bugs
else
CheckStatusThread(ChosenDict, ChosenAnimation)
end
MostRecentDict = ChosenDict
MostRecentAnimation = ChosenAnimation
if animOption and animOption.Prop then
PropName = animOption.Prop
PropBone = animOption.PropBone
PropPl1, PropPl2, PropPl3, PropPl4, PropPl5, PropPl6 = table.unpack(animOption.PropPlacement)
if animOption.SecondProp then
SecondPropName = animOption.SecondProp
SecondPropBone = animOption.SecondPropBone
SecondPropPl1, SecondPropPl2, SecondPropPl3, SecondPropPl4, SecondPropPl5, SecondPropPl6 = table.unpack(animOption.SecondPropPlacement)
SecondPropEmote = true
else
SecondPropEmote = false
end
Wait(AttachWait)
if not AddPropToPlayer(PropName, PropBone, PropPl1, PropPl2, PropPl3, PropPl4, PropPl5, PropPl6, textureVariation) then return end
if SecondPropEmote then
if not AddPropToPlayer(SecondPropName, SecondPropBone, SecondPropPl1, SecondPropPl2, SecondPropPl3, SecondPropPl4, SecondPropPl5, SecondPropPl6, textureVariation) then
DestroyAllProps()
return
end
end
-- Ptfx is on the prop, then we need to sync it
if animOption.PtfxAsset and not PtfxNoProp then
TriggerServerEvent("rpemotes:ptfx:syncProp", ObjToNet(prop))
end
end
end
function PlayExitAndEnterEmote(emoteName, name, textureVariation)
local ply = PlayerPedId()
if not CanCancel and force ~= true then return end
if ChosenDict == "MaleScenario" and IsInAnimation then
ClearPedTasksImmediately(ply)
IsInAnimation = false
DebugPrint("Forced scenario exit")
elseif ChosenDict == "Scenario" and IsInAnimation then
ClearPedTasksImmediately(ply)
IsInAnimation = false
DebugPrint("Forced scenario exit")
end
PtfxNotif = false
PtfxPrompt = false
Pointing = false
if LocalPlayer.state.ptfx then
PtfxStop()
end
DetachEntity(ply, true, false)
CancelSharedEmote(ply)
if ChosenAnimOptions and ChosenAnimOptions.ExitEmote then
-- If the emote exit type is not spesifed it defaults to Emotes
local options = ChosenAnimOptions
local ExitEmoteType = options.ExitEmoteType or "Emotes"
-- Checks that the exit emote actually exists
if not RP[ExitEmoteType] or not RP[ExitEmoteType][options.ExitEmote] then
DebugPrint("Exit emote was invalid")
ClearPedTasks(ply)
IsInAnimation = false
return
end
OnEmotePlay(RP[ExitEmoteType][options.ExitEmote], ExitEmoteType)
DebugPrint("Playing exit animation")
-- Check that the exit emote has a duration, and if so, set InExitEmote variable
local animationOptions = RP[ExitEmoteType][options.ExitEmote].AnimationOptions
if animationOptions and animationOptions.EmoteDuration then
InExitEmote = true
SetTimeout(animationOptions.EmoteDuration, function()
InExitEmote = false
DestroyAllProps()
ClearPedTasks(ply)
OnEmotePlay(emoteName, name, textureVariation)
ExitAndPlay = false
end)
return
end
else
ClearPedTasks(ply)
IsInAnimation = false
ExitAndPlay = false
DestroyAllProps()
OnEmotePlay(emoteName, name, CurrentTextureVariation)
end
end
-----------------------------------------------------------------------------------------------------
------ Some exports to make the script more standalone! (by Clem76) ---------------------------------
-----------------------------------------------------------------------------------------------------
exports("EmoteCommandStart", function(emoteName, textureVariation)
EmoteCommandStart(nil, {emoteName, textureVariation}, nil)
end)
exports("EmoteCancel", EmoteCancel)
exports("CanCancelEmote", function(State)
CanCancel = State == true
end)
exports('IsPlayerInAnim', function()
return IsInAnimation
end)
-- Door stuff
local openingDoor = false
AddEventHandler('CEventOpenDoor', function(entities, eventEntity, args)
if not IsInAnimation then
return
end
if openingDoor then
return
end
openingDoor = true
while IsPedOpeningADoor(PlayerPedId()) do
Wait(100)
end
openingDoor = false
Wait(200)
local emote = RP.Emotes[CurrentAnimationName]
if not emote then
emote = RP.PropEmotes[CurrentAnimationName]
end
if not emote then
return
end
emote.name = CurrentAnimationName
ClearPedTasks(PlayerPedId())
DestroyAllProps()
OnEmotePlay(emote, emote.name, CurrentTextureVariation)
end)
local isBumpingPed = false
local timeout = 500
AddEventHandler("CEventPlayerCollisionWithPed", function()
if not IsInAnimation then
return
end
if isBumpingPed then
timeout = 500
return
end
isBumpingPed = true
timeout = 500
-- We wait a bit to avoid collision with the ped resetting the animation again
while timeout > 0 do
Wait(100)
timeout = timeout - 100
end
if not IsInAnimation then
return
end
local emote = RP.Emotes[CurrentAnimationName]
if not emote then
emote = RP.PropEmotes[CurrentAnimationName]
end
if not emote then
return
end
emote.name = CurrentAnimationName
isBumpingPed = false
ClearPedTasks(PlayerPedId())
DestroyAllProps()
OnEmotePlay(emote, emote.name, CurrentTextureVariation )
end)