Changes:
• cleaning
• deleted unused code
• indentation fixes
• minor fixes (proper source usage in server side)
• new feature to disable specific emotes from playing inside an vehicle
Add small wait time to prevent crawl movement animations to start being played before we have fully layed down.
Hold down W when entering crawl to see issue.
* fix: only setup +-crouch keys if enabled
Keys only need to be set up if keybinding is enabled.
* dev: move function
* fix: add ragdoll test
* refactor: get player ped after anim loaded
* grammar
* refactor: add return to AttemptCrouch
returns if it was successful
* style: add category name
* feat: add crawling
* fix: added missing config
Config was missing, sorry!
* refactor: use PlayAnimOnce
We should use PlayAnimOnce here as it would lower the complexity and make the code easier to read.
* feat: add exports
Add exports to be used by other developers when creating scripts for their own servers.
* refactor: redo config setup
* refactor: add blendInSpeed to PlayAnimOnce
* refactor: use local function instead of global
local functions are much faster to load then global ones.
* refactor: redo CrouchKeyPressed
Rewrite the entire function to use new configs
* style: remove commented code
* dev: add new version of crawl
A temporary version of crawl, still in development.
* refactor: make isProne a global variable
Add @iSentrie 's suggestion to make isProne a global variable so it can be used in Emotes.lua to prevent animations being played while crawling.
Co-authored-by: iSentrie <xvender7@gmail.com>
* refactor: make global isProne uppercase
* fix: add prone check before playing anim
Add a check to see if we are prone before we play any animations.
TODO: This needs to be translated for all the different languages.
Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>
* refactor: add function for idle crawl anim
* refactor: increase blend in speed
* refactor: add ChangeHeadingSmooth func
* feat: add on back rotation anims
* feat: use PlayAnimOnce instead
* style: whitespace
* feat: add config to disable keybinds
* fix: convert to PlayAnimOnce func
We aren't loading anim dict, let's use PlayAnimOnce instead to make it simple.
* Update config default states
* refactor: remove unnecessary variable
keyPressed is just not needed, the command 'crouch' should't be fired at the same time regardless, so this can be safely removed.
* refactor: merge functions
* refactor: increase timer
Increase the amount of time we should wait before we move to the idle state again.
* fix: check if we are in water
Only needs to be in crawl, you should be able to crouch along the waterfront.
ClearPedTasks is also necessary to prevent the player getting stuck in an animation.
* refactor: remove chat message
As @iSentrie pointed out these are annoying in some situations. It's pretty self-explanatory why you can't crouch/crawl when these appear anyway.
Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>
* refactor: separate out exit crawl animations
* refactor: better crawl entry anim
* refactor: allow heading input on PlayIdleCrawlAnim
* refactor: use PlayIdleCrawlAnim instead
* fix: add inAction checks
Fixes issues @iSentrie commented on.
This may not cover all situations, needs more testing.
* refactor: flip anim
I've yet to find any good anims for this, this is the best, or least worst I've found so far.
Better to have something then to literately do a flip.
* fix: add point checks
Disable pointing while crawling.
* fix: remove clipsetreset
There should be no reason to reset the clipset/walkstyle. This will only mess with crouching.
* fix: disable weapon switching while prone
* fix: don't play idle anim if we can't crawl
We shouldn't play the anim as it will lead to weird behavior when ragdolling/falling while entry anim is played.
* fix: move inAction
Only set inAction to true when we actually can lay down.
* fix: missing pointing check
I'll just sneak this in here, "nobody will notice".
* fix: check if in animation
We should check if we are in an animation before crawling.
* refactor: remove command args
Remove command args to clean thing up. Suggested by @iSentrie
Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>
* refactor: cancel emote on crawl
As suggested by @iSentrie
Co-Authored-By: iSentrie <29688478+iSentrie@users.noreply.github.com>
* Add comments
* fix: add water checks
Add checks, to lazy to type more, read the code.
* fix: correct check statement
Don't juge me, it's late ok
Co-authored-by: iSentrie <xvender7@gmail.com>
Co-authored-by: iSentrie <29688478+iSentrie@users.noreply.github.com>
Stealth movement should't be reset here, action mode should. It is still correct to check for stealth movement in the StartCrouch function, but not in the loop, as action mode != stealth movement.
* refactor: improve crouch
Should now allow for using the same button as duck (left control by default) and some improvements. To lazy to write more then that.
* fix: typo