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crone.lua
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crone.lua
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-- Script Created by Giant Cheese Wedge (AKA Blü)
-- Script Modified and fixed by Hoopsure
ESX = nil
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
end)
crouchKey = 36 -- CTRL
local currentState = "stand"
function getGait()
local gait = ESX.GetPlayerData().gait
if gait == nil then
gait = "MOVE_M@TOUGH_GUY@"
end
return gait
end
function setState(state)
local ped = PlayerPedId()
if state == currentState then
return
end
if (IsPedInAnyVehicle(ped, true) or IsPedSwimming(ped) or IsEntityInAir(ped) or IsEntityDead(ped) or IsEntityAttached(ped)) then
if state ~= "stand" then
return
end
ClearPedTasks(ped)
end
-- print("Crouch state transition: "..currentState.." -> "..state)
if state == "crouch" and currentState == "stand" then
while ( not HasAnimSetLoaded( "move_ped_crouched" ) ) do
RequestAnimSet( "move_ped_crouched" )
Citizen.Wait( 100 )
end
ResetPedMovementClipset( ped )
ResetPedStrafeClipset(ped)
SetPedMovementClipset( ped, "move_ped_crouched", 0.55 )
SetPedStrafeClipset(ped, "move_ped_crouched_strafing")
currentState = "crouch"
return
end
if state == "stand" and currentState == "crouch" then
local gait = getGait()
while ( not HasAnimSetLoaded( gait ) ) do
RequestAnimSet(gait)
Citizen.Wait( 100 )
end
ResetPedMovementClipset( ped )
ResetPedStrafeClipset(ped)
SetPedMovementClipset( ped, gait, 0.5)
currentState = "stand"
return
end
if state == "stand" and currentState == "prone" then
local gait = getGait()
while ( not HasAnimSetLoaded( gait ) ) do
RequestAnimSet(gait)
Citizen.Wait( 100 )
end
ResetPedMovementClipset( ped )
ResetPedStrafeClipset(ped)
SetPedMovementClipset( ped, gait, 0.5)
SetPedToRagdoll(ped, 10, 10, 0, 0, 0, 0)
Citizen.Wait(1000)
ClearPedTasks(ped)
Citizen.Wait( 100 )
currentState = "stand"
return
end
if state == "prone" and currentState == "crouch" then
while ( not HasAnimSetLoaded( "move_crawl" ) ) do
RequestAnimSet("move_crawl")
Citizen.Wait( 100 )
end
local gait = getGait()
while ( not HasAnimSetLoaded( gait ) ) do
RequestAnimSet(gait)
Citizen.Wait( 100 )
end
ResetPedMovementClipset( ped )
ResetPedStrafeClipset(ped)
SetPedMovementClipset( ped, gait, 0.5)
SetProned()
currentState = "prone"
return
end
print("Incorrect crouch state transition: "..currentState.." -> "..state)
end
Citizen.CreateThread( function()
while true do
Citizen.Wait( 100 )
local ped = GetPlayerPed( -1 )
if IsPedInAnyVehicle(ped, true) or IsPedSwimming(ped) or IsEntityInAir(ped) or IsEntityDead(ped) or IsEntityAttached(ped) then
setState("stand")
end
end
end)
Citizen.CreateThread( function()
while true do
Citizen.Wait( 0 )
local ped = GetPlayerPed( -1 )
if ( DoesEntityExist( ped ) and not IsEntityDead( ped ) ) then
ProneMovement()
DisableControlAction( 0, crouchKey, true )
if ( not IsPauseMenuActive() ) then
if IsControlJustPressed(0, 20) and IsControlPressed(0, 21) and currentState == "stand" and (IsPedSprinting(ped) or IsPedRunning(ped)) and GetEntitySpeed(ped) > 5 and
(not IsPedInAnyVehicle(ped, true) and not IsPedFalling(ped) and not IsPedDiving(ped) and not IsPedInCover(ped, false) and
not IsPedInParachuteFreeFall(ped) and (GetPedParachuteState(ped) == 0 or GetPedParachuteState(ped) == -1) ) then
ClearPedTasksImmediately(ped)
TaskPlayAnim(ped, "move_jump", "dive_start_run", 8.0, 1.0, -1, 0, 0.0, 0, 0, 0)
Citizen.Wait(1200)
SetPedToRagdoll(PlayerPedId(), 1000, 1000, 0, 0, 0, 0)
elseif ( IsDisabledControlJustPressed( 0, crouchKey )) then
if currentState == "stand" then
setState("crouch")
elseif currentState == "crouch" then
setState("prone")
elseif currentState == "prone" then
setState("stand")
end
elseif IsControlJustPressed(0, 73) then
setState("stand")
ClearPedTasks(ped)
end
end
end
end
end)
function SetProned()
ped = PlayerPedId()
ClearPedTasks(ped)
RequestAnimSet( "move_crawl" )
while ( not HasAnimSetLoaded( "move_crawl" ) ) do
Citizen.Wait( 100 )
end
TaskPlayAnim(ped, "move_crawl", "onfront_fwd", 1.0, 0.1, -1, 2, 0)
Citizen.Wait(1000)
end
function headingChange(ped)
if IsControlPressed(0, 34) then
SetEntityHeading(ped, GetEntityHeading(ped)+2.0 )
elseif IsControlPressed(0, 35) then
SetEntityHeading(ped, GetEntityHeading(ped)-2.0 )
end
end
function ProneMovement()
ped = PlayerPedId()
if currentState == 'prone' then
if IsControlPressed(0, 32) then
TaskPlayAnim(ped, "move_crawl", "onfront_fwd", 8.0, 0.0, -1, 1, 0)
while ( GetEntityAnimCurrentTime( ped, "move_crawl", "onfront_fwd") < 0.99 ) do
if currentState ~= 'prone' then
break
end
headingChange(ped)
if IsControlJustPressed(0, 73) then
setState("stand")
ClearPedTasks(ped)
return
end
Citizen.Wait(0)
end
while IsControlPressed(0, 32) do
if currentState ~= 'prone' then
break
end
headingChange(ped)
if IsControlJustPressed(0, 73) then
setState("stand")
ClearPedTasks(ped)
return
end
Citizen.Wait( 0 )
end
TaskPlayAnim(ped, "move_crawl", "onfront_fwd", 1.0, 0.0, -1, 2, 0)
elseif IsControlPressed(0, 33) then
TaskPlayAnim(ped, "move_crawl", "onfront_bwd", 8.0, 0.0, -1, 1, 0)
while ( GetEntityAnimCurrentTime( ped, "move_crawl", "onfront_bwd") < 0.99 ) do
if currentState ~= 'prone' then
break
end
headingChange(ped)
if IsControlJustPressed(0, 73) then
setState("stand")
ClearPedTasks(ped)
return
end
Citizen.Wait(0)
end
while IsControlPressed(0, 33) do
if currentState ~= 'prone' then
break
end
headingChange(ped)
if IsControlJustPressed(0, 73) then
setState("stand")
ClearPedTasks(ped)
return
end
Citizen.Wait( 0 )
end
TaskPlayAnim(ped, "move_crawl", "onfront_bwd", 1.0, 0.0, -1, 2, 0)
end
end
end