360 lines
16 KiB
Lua
360 lines
16 KiB
Lua
DefaultActions = {}
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ClientEntityActions = ClientEntityActions or Require("lib/entities/client/client_entity_actions.lua")
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LA = LA or Require("lib/utility/shared/la.lua")
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--- Internal implementation for walking. Registered via RegisterAction.
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function DefaultActions.WalkTo(entityData, coords, speed, timeout)
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local entity = entityData.spawned
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local entityId = entityData.id -- Store ID locally for safety in thread
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if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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-- Clear previous tasks just in case
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ClearPedTasks(entity)
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local thread = CreateThread(function()
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TaskGoToCoordAnyMeans(entity, coords.x, coords.y, coords.z, speed or 1.0, 0, false, 786603, timeout or -1)
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-- Wait until task is completed/interrupted or entity is despawned/changed
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local entityCoords = GetEntityCoords(entity)
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while ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) and #(entityCoords - coords) > 2.0 do
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entityCoords = GetEntityCoords(entity)
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Wait(0) -- Yield to avoid freezing the game
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end
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ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
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-- Only process next action if this thread was the one running the action
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if ClientEntityActions.IsActionRunning[entityId] then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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end)
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ClientEntityActions.ActionThreads[entityId] = thread
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end
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--- Internal implementation for playing an animation. Registered via RegisterAction.
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--- @param entityData table
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--- @param animDict string
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--- @param animName string
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--- @param blendIn number (Optional, default 8.0)
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--- @param blendOut number (Optional, default -8.0)
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--- @param duration number (Optional, default -1 for loop/until stopped)
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--- @param flag number (Optional, default 0)
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--- @param playbackRate number (Optional, default 0.0)
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function DefaultActions.PlayAnim(entityData, animDict, animName, blendIn, blendOut, duration, flag, playbackRate)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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return
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end
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blendIn = blendIn or 8.0
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blendOut = blendOut or -8.0
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duration = duration or -1
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flag = flag or 0
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playbackRate = playbackRate or 0.0
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local thread = CreateThread(function()
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if not HasAnimDictLoaded(animDict) then
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RequestAnimDict(animDict)
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local timeout = 100
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while not HasAnimDictLoaded(animDict) and timeout > 0 do
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Wait(10)
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timeout = timeout - 1
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end
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end
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if HasAnimDictLoaded(animDict) then
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TaskPlayAnim(entity, animDict, animName, blendIn, blendOut, duration, flag, playbackRate, false, false, false)
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-- Wait for completion or interruption
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local startTime = GetGameTimer()
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local animTime = duration > 0 and (startTime + duration) or -1
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while ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) do
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local isPlaying = IsEntityPlayingAnim(entity, animDict, animName, 3)
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-- Break conditions:
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-- 1. Action was stopped/skipped externally
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-- 2. Entity changed/despawned
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-- 3. Animation finished naturally (if not looping based on flags/duration)
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-- 4. Duration expired (if duration > 0)
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if not ClientEntityActions.IsActionRunning[entityId] or entityData.spawned ~= entity or not DoesEntityExist(entity) then break end
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if duration == -1 and not isPlaying and GetEntityAnimCurrentTime(entity, animDict, animName) > 0.1 then break end -- Check if non-looping anim finished
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if animTime ~= -1 and GetGameTimer() >= animTime then break end
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Wait(100) -- Check periodically
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end
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-- Don't remove dict here if other actions might use it immediately after
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-- Consider a separate cleanup mechanism if needed
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else
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print(string.format("[ClientEntityActions] Failed to load anim dict '%s' for entity %s", animDict, entityId))
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end
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-- Crucial: Mark as finished and process next
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if ClientEntityActions.IsActionRunning[entityId] then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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end)
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ClientEntityActions.ActionThreads[entityId] = thread
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end
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--- Internal implementation for lerping. Registered via RegisterAction.
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function DefaultActions.LerpTo(entityData, targetCoords, duration, easingType, easingDirection)
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local entity = entityData.spawned
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local entityId = entityData.id -- Store ID locally
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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local startCoords = GetEntityCoords(entity)
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local startTime = GetGameTimer()
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easingType = easingType or "linear"
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easingDirection = easingDirection or "inout"
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local thread = CreateThread(function()
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while GetGameTimer() < startTime + duration do
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-- Check if action should continue
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if not ClientEntityActions.IsActionRunning[entityId] or not entityData.spawned or entityData.spawned ~= entity or not DoesEntityExist(entity) then
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break -- Stop if entity despawned, changed, or action was stopped/skipped
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end
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local elapsed = GetGameTimer() - startTime
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local t = LA.Clamp(elapsed / duration, 0.0, 1.0)
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local easedT = LA.EaseInOut(t, easingType) -- Default
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if easingDirection == "in" then
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easedT = LA.EaseIn(t, easingType)
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elseif easingDirection == "out" then
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easedT = LA.EaseOut(t, easingType)
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end
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local currentPos = LA.LerpVector(startCoords, targetCoords, easedT)
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SetEntityCoordsNoOffset(entity, currentPos.x, currentPos.y, currentPos.z, false, false, false)
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Wait(0)
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end
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-- Ensure final position if completed fully and action wasn't stopped/skipped
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if ClientEntityActions.IsActionRunning[entityId] and entityData.spawned == entity and DoesEntityExist(entity) then
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SetEntityCoordsNoOffset(entity, targetCoords.x, targetCoords.y, targetCoords.z, false, false, false)
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end
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ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
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-- Only process next action if this thread was the one running the action
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if ClientEntityActions.IsActionRunning[entityId] then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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end)
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ClientEntityActions.ActionThreads[entityId] = thread
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end
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--- Internal implementation for attaching a prop. Registered via RegisterAction.
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--- This action completes immediately after attaching. Use DetachProp to remove.
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--- @param entityData table
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--- @param propModel string|number
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--- @param boneIndex number (Optional, default -1 for root)
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--- @param offsetPos vector3 (Optional, default vector3(0,0,0))
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--- @param offsetRot vector3 (Optional, default vector3(0,0,0))
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--- @param useSoftPinning boolean (Optional, default false)
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--- @param collision boolean (Optional, default false)
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--- @param isPed boolean (Optional, default false) - Seems unused in native?
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--- @param vertexIndex number (Optional, default 2) - Seems unused in native?
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--- @param fixedRot boolean (Optional, default true)
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function DefaultActions.AttachProp(entityData, propModel, boneName, offsetPos, offsetRot, useSoftPinning, collision, isPed, vertexIndex, fixedRot)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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return
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end
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local modelHash = Utility.GetEntityHashFromModel(propModel)
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if not Utility.LoadModel(modelHash) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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return
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end
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local boneIndex = GetEntityBoneIndexByName(entity, boneName)
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local coords = GetEntityCoords(entity)
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local prop = CreateObject(modelHash, coords.x, coords.y, coords.z, false, false, false)
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SetModelAsNoLongerNeeded(modelHash)
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boneIndex = boneIndex or GetPedBoneIndex(entity, 60309) -- SKEL_R_Hand if not specified and is ped
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if boneIndex == -1 then boneIndex = 0 end -- Default to root if bone not found or not ped
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offsetPos = offsetPos or vector3(0.0, 0.0, 0.0)
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offsetRot = offsetRot or vector3(0.0, 0.0, 0.0)
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AttachEntityToEntity(prop, entity, boneIndex, offsetPos.x, offsetPos.y, offsetPos.z, offsetRot.x, offsetRot.y, offsetRot.z, false, useSoftPinning or false, collision or false, isPed or false, vertexIndex or 2, fixedRot == nil and true or fixedRot)
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entityData.props = entityData.props or {} -- Ensure props table exists
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table.insert(entityData.props, prop) -- Store the prop handle in the entity data
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-- Store the attached prop handle for later removal
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if not entityData.attachedProps then entityData.attachedProps = {} end
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entityData.attachedProps[propModel] = prop -- Store by model name/hash for easy lookup
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-- This action finishes immediately
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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--- Internal implementation for detaching a prop. Registered via RegisterAction.
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--- @param entityData table
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--- @param propModel string|number The model name/hash of the prop to detach.
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function DefaultActions.DetachProp(entityData, propModel)
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local entityId = entityData.id
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if entityData.attachedProps and propModel then
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local propHandle = entityData.attachedProps[propModel]
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if propHandle and DoesEntityExist(propHandle) then
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DetachEntity(propHandle, true, true) -- Detach
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DeleteEntity(propHandle) -- Delete
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entityData.attachedProps[propModel] = nil -- Remove from tracking
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-- print(string.format("[ClientEntityActions] Detached prop '%s' from entity %s", propModel, entityId))
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else
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-- print(string.format("[ClientEntityActions] Prop '%s' not found attached to entity %s for detachment.", propModel, entityId))
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end
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else
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-- print(string.format("[ClientEntityActions] No props tracked or propModel not specified for detachment on entity %s.", entityId))
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end
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-- This action finishes immediately
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-- ClientEntityActions.IsActionRunning[entityId] = false
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-- ClientEntityActions.ProcessNextAction(entityId)
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end
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function DefaultActions.GetInCar(entityData, vehicleData, seatIndex, timeout)
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local entity = entityData.spawned
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local vehicle = vehicleData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) or not IsEntityAPed(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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if not vehicle or not DoesEntityExist(vehicle) or not IsEntityAVehicle(vehicle) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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-- Clear previous tasks just in case
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ClearPedTasks(entity)
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local thread = CreateThread(function()
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TaskEnterVehicle(entity, vehicle, timeout or 1000, seatIndex or -1, 1.0, 1, 0) -- Enter vehicle
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Wait(timeout or 1000) -- Wait for a bit to ensure the task is completed
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ClientEntityActions.ActionThreads[entityId] = nil -- Clear thread reference
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-- Only process next action if this thread was the one running the action
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if ClientEntityActions.IsActionRunning[entityId] then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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end)
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ClientEntityActions.ActionThreads[entityId] = thread
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end
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function DefaultActions.Freeze(entityData, freeze)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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FreezeEntityPosition(entity, freeze or true)
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-- This action finishes immediately
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId)
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end
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function DefaultActions.PlaceOnGround(entityData)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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PlaceObjectOnGroundProperly(entity)
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-- This action finishes immediately
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-- ClientEntityActions.IsActionRunning[entityId] = false
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-- ClientEntityActions.ProcessNextAction(entityId)
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end
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function DefaultActions.BobUpAndDown(entityData, speed, height)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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CreateThread(function()
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local coords = GetEntityCoords(entity)
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local originalZ = coords.z
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while DoesEntityExist(entity) do
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-- Calculate the new Z coordinate
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local newZ = originalZ + math.sin(GetGameTimer() * (speed / 1000)) * height
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-- Set the new coordinates
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SetEntityCoords(entity, coords.x, coords.y, newZ)
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-- Wait for 10 milliseconds
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Wait(10)
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end
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end)
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-- ClientEntityActions.IsActionRunning[entityId] = false
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-- ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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end
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function DefaultActions.Circle(entityData, radius, speed)
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local entity = entityData.spawned
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local entityId = entityData.id
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if not entity or not DoesEntityExist(entity) then
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ClientEntityActions.IsActionRunning[entityId] = false
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ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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return
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end
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local coords = GetEntityCoords(entity)
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local angle = 0.0
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CreateThread(function()
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while DoesEntityExist(entity) do
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FreezeEntityPosition(entity, false)
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local pos = LA.Circle(angle, radius, coords)
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SetEntityCoords(entity, pos.x, pos.y, pos.z, false, false, false, false)
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angle = angle + speed * GetFrameTime()
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FreezeEntityPosition(entity, true)
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Wait(0)
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end
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end)
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-- ClientEntityActions.IsActionRunning[entityId] = false
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-- ClientEntityActions.ProcessNextAction(entityId) -- Try next action if this one failed immediately
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end
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function DefaultActions.Collisions(entityData, enable, keepPhysics)
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local entity = entityData.spawned
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SetEntityCollision(entity, enable, keepPhysics)
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end
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for name, func in pairs(DefaultActions) do
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ClientEntityActions.RegisterAction(name, func)
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end
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return ClientEntityActions
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