Animation Sync events
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@@ -23,7 +23,6 @@ namespace ReallifeGamemode.Server.Events
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[ServerEvent(Event.PlayerConnected)]
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[ServerEvent(Event.PlayerConnected)]
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public void OnPlayerConnected(Player player)
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public void OnPlayerConnected(Player player)
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{
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{
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player.TriggerEvent("SERVER:LoadAnimations");
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player.TriggerEvent("CLIENT:StopSound");
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player.TriggerEvent("CLIENT:StopSound");
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//player.SetSharedData("vehicleAdminSpeed2", 1.0);
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//player.SetSharedData("vehicleAdminSpeed2", 1.0);
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player.SetData("isLoggedIn", false);
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player.SetData("isLoggedIn", false);
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@@ -8,7 +8,7 @@ namespace ReallifeGamemode.Server.Util
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{
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{
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public static class AnimationSync
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public static class AnimationSync
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{
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{
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public static void SyncAnimation(this Player player, string animationName)
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public static void SyncAnimation(this Player player, dynamic animationName)
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{
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{
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if (!player.HasData("Animation"))
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if (!player.HasData("Animation"))
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player.SetData("Animation", String.Empty);
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player.SetData("Animation", String.Empty);
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@@ -22,7 +22,18 @@ namespace ReallifeGamemode.Server.Util
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player.SetSharedData("AnimationData", newAnimation);
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player.SetSharedData("AnimationData", newAnimation);
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}
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}
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public static bool HasAnimation(this Player player, string animationName)
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/// <summary>Check if Player has any Animation playing.
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/// </summary>
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/// <param name="player"></param>
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public static bool HasAnimation(this Player player)
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{
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return player.HasData("Animation");
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}
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/// <summary>Check if Player has a specific Animation playing.
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/// </summary>
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/// <param name="animationName">Name of requested animation</param>
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public static bool HasAnimation(this Player player, dynamic animationName)
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{
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{
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return player.HasData("Animation") && (player.GetData<string>("AnimationData") == animationName);
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return player.HasData("Animation") && (player.GetData<string>("AnimationData") == animationName);
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}
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}
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@@ -44,5 +55,24 @@ namespace ReallifeGamemode.Server.Util
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{
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{
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target.SyncAnimation(transitionTo);
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target.SyncAnimation(transitionTo);
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}
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}
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[ServerEvent(Event.PlayerWeaponSwitch)]
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public void OnPlayerWeaponSwitch(Player player, WeaponHash oldWeapon, WeaponHash newWeapon)
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{
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if (!player.HasAnimation()) return;
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NAPI.Player.SetPlayerCurrentWeapon(player, WeaponHash.Unarmed);
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}
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[ServerEvent(Event.PlayerConnected)]
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public void OnPlayerConnected(Player player)
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{
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player.TriggerEvent("SERVER:LoadAnimations");
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}
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[ServerEvent(Event.PlayerDeath)]
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public void OnPlayerDeath(Player player, Player killer, uint reason)
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{
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player.ClearAnimation();
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}
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}
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}
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}
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}
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