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* Revert most Movement On/Off Code (#146) * Revert Native UI * Revert Emote.lua * Revert AnimationList.lua * fix: returns wrong movement flag * fix: MovementType issues * feat: add persistent expression (#145) * Add 2 new moods/expression * feat: add persistent expression Add persistent expression, get's loaded just like the walks. As a sidenote: maybe this should be in it's own file? But the again it's pretty small, so there would't be a "need" for it. * dev: remove comment * Delete stream/[Custom Emotes]/Prue颜 directory * refactor: mood commands (#147) * refactor: mood commands * fix: mood menu names --------- Co-authored-by: Mads <madsleander@outlook.com>
45 lines
1.6 KiB
Lua
45 lines
1.6 KiB
Lua
function SetPlayerPedExpression(expression, saveToKvp)
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SetFacialIdleAnimOverride(PlayerPedId(), expression, 0)
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if Config.PersistentExpression and saveToKvp then SetResourceKvp("expression", expression) end
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end
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local function DisplayExpressions()
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local moodsString = ""
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for name, _ in pairs(RP.Expressions) do
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moodsString = moodsString..string.lower(name)..", "
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end
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EmoteChatMessage(moodsString)
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EmoteChatMessage("To reset do /mood reset")
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end
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if Config.ExpressionsEnabled then
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RegisterCommand('mood', function(_source, args, _raw)
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local expression = firstToUpper(string.lower(args[1]))
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if RP.Expressions[expression] ~= nil then
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SetPlayerPedExpression(RP.Expressions[expression][1], true)
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else
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EmoteChatMessage("'"..expression.."' is not a valid mood, do /moods to see all moods.")
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end
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end, false)
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RegisterCommand('moods', function()
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DisplayExpressions()
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end, false)
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-- Chat Suggestions
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TriggerEvent('chat:addSuggestion', '/mood', 'Set your current mood/expression.', { { name = "expression", help = "/moods for a list of valid moods" } })
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TriggerEvent('chat:addSuggestion', '/moods', 'List available walking moods/expressions.')
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-- Persistent Expressions
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if Config.PersistentExpression then
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AddEventHandler('playerSpawned', function()
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local expression = GetResourceKvpString("expression")
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if expression ~= nil then
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Wait(2500) -- Delay, to ensure the player ped has loaded in
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SetPlayerPedExpression(expression, false)
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end
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end)
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end
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end
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