Files
Jacob 319786501d Improved Emote Menu
+ Added banner
+ Fixed keybinds
2022-07-06 20:30:38 +01:00

237 lines
9.5 KiB
Lua

local isRequestAnim = false
local requestedemote = ''
local targetPlayerId = ''
-- Some of the work here was done by Super.Cool.Ninja / rubbertoe98
-- https://forum.fivem.net/t/release-nanimstarget/876709
-----------------------------------------------------------------------------------------------------
-- Commands / Events --------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
if Config.SharedEmotesEnabled then
RegisterCommand('nearby', function(source, args, raw)
if #args > 0 then
local emotename = string.lower(args[1])
target, distance = GetClosestPlayer()
if (distance ~= -1 and distance < 3) then
if DP.Shared[emotename] ~= nil then
dict, anim, ename = table.unpack(DP.Shared[emotename])
TriggerServerEvent("ServerEmoteRequest", GetPlayerServerId(target), emotename)
SimpleNotify(Config.Languages[lang]['sentrequestto'] ..
GetPlayerName(target) .. " ~w~(~g~" .. ename .. "~w~)")
else
EmoteChatMessage("'" .. emotename .. "' " .. Config.Languages[lang]['notvalidsharedemote'] .. "")
end
else
SimpleNotify(Config.Languages[lang]['nobodyclose'])
end
else
MearbysOnCommand()
end
end, false)
end
RegisterNetEvent("SyncPlayEmote")
AddEventHandler("SyncPlayEmote", function(emote, player)
EmoteCancel()
Wait(300)
targetPlayerId = player
-- wait a little to make sure animation shows up right on both clients after canceling any previous emote
if DP.Shared[emote] ~= nil then
if DP.Shared[emote].AnimationOptions and DP.Shared[emote].AnimationOptions.Attachto then
-- We do not want to attach the player if the target emote already is attached to player
-- this would cause issue where both player would be attached to each other and fall under the map
local targetEmote = DP.Shared[emote][4]
if not targetEmote or not DP.Shared[targetEmote] or not DP.Shared[targetEmote].AnimationOptions or
not DP.Shared[targetEmote].AnimationOptions.Attachto then
local plyServerId = GetPlayerFromServerId(player)
local pedInFront = GetPlayerPed(plyServerId ~= 0 and plyServerId or GetClosestPlayer())
local bone = DP.Shared[emote].AnimationOptions.bone or 11816 -- SKEL_Pelvis
local xPos = DP.Shared[emote].AnimationOptions.xPos or 0.0
local yPos = DP.Shared[emote].AnimationOptions.yPos or 0.0
local zPos = DP.Shared[emote].AnimationOptions.zPos or 0.0
local xRot = DP.Shared[emote].AnimationOptions.xRot or 0.0
local yRot = DP.Shared[emote].AnimationOptions.yRot or 0.0
local zRot = DP.Shared[emote].AnimationOptions.zRot or 0.0
AttachEntityToEntity(PlayerPedId(), pedInFront, bone, xPos, yPos, zPos, xRot, yRot, zRot, false, false,
false, false, 2, false)
end
end
if OnEmotePlay(DP.Shared[emote]) then end
return
elseif DP.Dances[emote] ~= nil then
if OnEmotePlay(DP.Dances[emote]) then end
return
end
end)
RegisterNetEvent("SyncPlayEmoteSource")
AddEventHandler("SyncPlayEmoteSource", function(emote, player)
-- Thx to Poggu for this part!
local ply = PlayerPedId()
local plyServerId = GetPlayerFromServerId(player)
local pedInFront = GetPlayerPed(plyServerId ~= 0 and plyServerId or GetClosestPlayer())
local heading = GetEntityHeading(pedInFront)
local coords = GetOffsetFromEntityInWorldCoords(pedInFront, 0.0, 1.0, 0.0)
if (DP.Shared[emote] and DP.Shared[emote].AnimationOptions) then
local SyncOffsetFront = DP.Shared[emote].AnimationOptions.SyncOffsetFront
if SyncOffsetFront then
coords = GetOffsetFromEntityInWorldCoords(pedInFront, 0.0, SyncOffsetFront, 0.0)
end
-- There is a priority to the source attached, if it is not set, it will use the target
if (DP.Shared[emote].AnimationOptions.Attachto) then
local bone = DP.Shared[emote].AnimationOptions.bone or 11816 -- SKEL_Pelvis
local xPos = DP.Shared[emote].AnimationOptions.xPos or 0.0
local yPos = DP.Shared[emote].AnimationOptions.yPos or 0.0
local zPos = DP.Shared[emote].AnimationOptions.zPos or 0.0
local xRot = DP.Shared[emote].AnimationOptions.xRot or 0.0
local yRot = DP.Shared[emote].AnimationOptions.yRot or 0.0
local zRot = DP.Shared[emote].AnimationOptions.zRot or 0.0
AttachEntityToEntity(ply, pedInFront, bone, xPos, yPos, zPos, xRot, yRot, zRot, false, false, false, false,
2, false)
end
end
SetEntityHeading(ply, heading - 180.1)
SetEntityCoordsNoOffset(ply, coords.x, coords.y, coords.z, 0)
EmoteCancel()
Wait(300)
targetPlayerId = player
if DP.Shared[emote] ~= nil then
if OnEmotePlay(DP.Shared[emote]) then end
return
elseif DP.Dances[emote] ~= nil then
if OnEmotePlay(DP.Dances[emote]) then end
return
end
end)
RegisterNetEvent("SyncCancelEmote")
AddEventHandler("SyncCancelEmote", function(player)
if targetPlayerId and targetPlayerId == player then
targetPlayerId = nil
EmoteCancel()
end
end)
function CancelSharedEmote(ply)
if targetPlayerId then
TriggerServerEvent("ServerEmoteCancel", targetPlayerId)
targetPlayerId = nil
end
end
RegisterNetEvent("ClientEmoteRequestReceive")
AddEventHandler("ClientEmoteRequestReceive", function(emotename, etype)
isRequestAnim = true
requestedemote = emotename
if etype == 'Dances' then
_, _, remote = table.unpack(DP.Dances[requestedemote])
else
_, _, remote = table.unpack(DP.Shared[requestedemote])
end
PlaySound(-1, "NAV", "HUD_AMMO_SHOP_SOUNDSET", 0, 0, 1)
SimpleNotify(Config.Languages[lang]['doyouwanna'] .. remote .. "~w~)")
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(5)
if IsControlJustPressed(1, 246) and isRequestAnim then
target, distance = GetClosestPlayer()
if (distance ~= -1 and distance < 3) then
if DP.Shared[requestedemote] ~= nil then
_, _, _, otheremote = table.unpack(DP.Shared[requestedemote])
elseif DP.Dances[requestedemote] ~= nil then
_, _, _, otheremote = table.unpack(DP.Dances[requestedemote])
end
if otheremote == nil then otheremote = requestedemote end
TriggerServerEvent("ServerValidEmote", GetPlayerServerId(target), requestedemote, otheremote)
isRequestAnim = false
else
SimpleNotify(Config.Languages[lang]['nobodyclose'])
end
elseif IsControlJustPressed(1, 182) and isRequestAnim then
SimpleNotify(Config.Languages[lang]['refuseemote'])
isRequestAnim = false
end
end
end)
-----------------------------------------------------------------------------------------------------
------ Functions and stuff --------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------
function GetPlayerFromPed(ped)
for _, player in ipairs(GetActivePlayers()) do
if GetPlayerPed(player) == ped then
return player
end
end
return -1
end
function GetPedInFront()
local player = PlayerId()
local plyPed = GetPlayerPed(player)
local plyPos = GetEntityCoords(plyPed, false)
local plyOffset = GetOffsetFromEntityInWorldCoords(plyPed, 0.0, 1.3, 0.0)
local rayHandle = StartShapeTestCapsule(plyPos.x, plyPos.y, plyPos.z, plyOffset.x, plyOffset.y, plyOffset.z, 10.0, 12
, plyPed, 7)
local _, _, _, _, ped2 = GetShapeTestResult(rayHandle)
return ped2
end
function MearbysOnCommand(source, args, raw)
local NearbysCommand = ""
for a in pairsByKeys(DP.Shared) do
NearbysCommand = NearbysCommand .. "" .. a .. ", "
end
EmoteChatMessage(NearbysCommand)
EmoteChatMessage(Config.Languages[lang]['emotemenucmd'])
end
function SimpleNotify(message)
SetNotificationTextEntry("STRING")
AddTextComponentString(message)
DrawNotification(0, 1)
end
function GetClosestPlayer()
local players = GetPlayers()
local closestDistance = -1
local closestPlayer = -1
local ply = PlayerPedId()
local plyCoords = GetEntityCoords(ply, 0)
for index, value in ipairs(players) do
local target = GetPlayerPed(value)
if (target ~= ply) then
local targetCoords = GetEntityCoords(GetPlayerPed(value), 0)
local distance = GetDistanceBetweenCoords(targetCoords["x"], targetCoords["y"], targetCoords["z"],
plyCoords["x"], plyCoords["y"], plyCoords["z"], true)
if (closestDistance == -1 or closestDistance > distance) then
closestPlayer = value
closestDistance = distance
end
end
end
return closestPlayer, closestDistance
end
function GetPlayers()
local players = {}
for i = 0, 255 do
if NetworkIsPlayerActive(i) then
table.insert(players, i)
end
end
return players
end