Fix animationSync on Cuff

Closes #16
This commit is contained in:
2021-04-07 21:07:22 +02:00
parent 3f502f8bf6
commit 347f3823a7
3 changed files with 29 additions and 18 deletions

View File

@@ -35,11 +35,17 @@ namespace ReallifeGamemode.Server.Util
List<string> nextAnimations = animations.Skip(1).ToList();
player.SyncAnimation(animationName);
if (nextAnimations.Count != 0)
if (nextAnimations.Count is 0)
{
player.TriggerEvent("SERVER:QueueAnimation", animationName);
animationPair.Add(player, nextAnimations);
animationPair.Remove(player);
return;
}
player.TriggerEvent("SERVER:QueueAnimation", animationName);
if (animationPair.ContainsKey(player))
animationPair[player] = nextAnimations;
else
animationPair.Add(player, nextAnimations);
}
/// <summary>Check if Player has any Animation playing.
@@ -55,6 +61,8 @@ namespace ReallifeGamemode.Server.Util
/// <param name="animationName">Name of requested animation</param>
public static bool HasAnimation(this Player player, dynamic animationName)
{
string data = player.GetData<string>("Animation");
bool x = player.GetData<string>("Animation") == animationName;
return player.HasData("Animation") && (player.GetData<string>("Animation") == animationName);
}
@@ -82,9 +90,11 @@ namespace ReallifeGamemode.Server.Util
}
[RemoteEvent("CLIENT:ClearAnimationData")]
public void ClearAnimationData(Player player, Player target)
public void ClearAnimationData(Player player, bool checkTransition)
{
target.ClearAnimation();
player.ClearAnimation();
if (checkTransition)
AnimPairTransition(player);
}
[ServerEvent(Event.PlayerWeaponSwitch)]