This commit is contained in:
lifestorm
2024-08-04 22:55:00 +03:00
parent 8064ba84d8
commit 73479cff9e
7338 changed files with 1718883 additions and 14 deletions

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
local PLUGIN = PLUGIN
local COMMAND = {}
COMMAND.description = "Définissez l'humeur de votre personnage."
COMMAND.arguments = {
ix.type.string
}
COMMAND.argumentNames = {
"Humeur [DEFAUT | DETENDU | TETU | EFFRAYE | FRUSTRE]"
}
function COMMAND:OnRun(client, mood)
if (string.lower(mood) == "default") then
client:SetNetVar("characterMood", nil)
return "Yous avez réglé l'humeur de votre personnage sur 'Par défaut'."
end
if (!PLUGIN.personaTypes[string.upper(mood)]) then
return "Vous devez spécifier une humeur valide !"
end
if (client:IsFemale()) then
client:SetNetVar("characterMood", string.upper(mood) .. "F")
else
client:SetNetVar("characterMood", string.upper(mood))
end
local formattedString = string.upper(string.sub(mood, 1, 1)) .. string.lower(string.sub(mood, 2))
return "Vous avez défini l'humeur de votre personnage sur '" .. formattedString .. "'."
end
ix.command.Add("SetMood", COMMAND)

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
PLUGIN.name = "LN | Emote Moods"
PLUGIN.author = "Aspect™ & Scotnay"
PLUGIN.description = "Donne la possibilité aux joueurs de changer leur humeur et à leur tour certaines de leurs animations."
ix.util.Include("sv_hooks.lua")
ix.util.Include("sh_commands.lua")
PLUGIN.personaTypes = {
["DEFAUT"] = true,
["DETENDU"] = true,
["TETU"] = true,
["EFFRAYE"] = true,
["FRUSTRE"] = true,
["OTAR"] = true
}
PLUGIN.lookupTable = {}
PLUGIN.lookupTable["DETENDU"] = {
["idle"] = "LineIdle01",
["walk"] = "walk_all_Moderate",
}
PLUGIN.lookupTable["DETENDUF"] = {
["idle"] = "LineIdle01",
["walk"] = "walk_all_Moderate",
}
PLUGIN.lookupTable["TETU"] = {
["idle"] = "idle_subtle",
["run"] = "run_all_panicked",
}
PLUGIN.lookupTable["TETUF"] = {
["idle"] = "idle_subtle",
["run"] = "run_panicked_2_all",
}
PLUGIN.lookupTable["EFFRAYE"] = {
["idle"] = "scaredidle",
["run"] = "run_protected_all",
}
PLUGIN.lookupTable["EFFRAYEF"] = {
["run"] = "run_protected_all",
}
PLUGIN.lookupTable["FRUSTRE"] = {
["idle"] = "LineIdle02",
["walk"] = "pace_all",
}
PLUGIN.lookupTable["FRUSTREF"] = {
["idle"] = "willard_female_stand04",
}
PLUGIN.lookupTable["OTAR"] = {
["idle"] = "Idle01",
["walk"] = "walkeasy_all",
}
local vectorAngle = FindMetaTable("Vector").Angle
local normalAngle = math.NormalizeAngle
function PLUGIN:CalcMainActivity(client, velocity)
if (client:GetNetVar("characterMood") and !client:GetNetVar("forcedSequence")) then
local eyeAngle = client:EyeAngles()
local yaw = vectorAngle(velocity)[2]
local normal = normalAngle(yaw - eyeAngle[2])
client:SetPoseParameter("move_yaw", normal)
if (client:GetActiveWeapon() == NULL) then
return
end
local mood = client:GetNetVar("characterMood")
local moodTab = self.lookupTable[mood]
if (!moodTab) then
return
end
client.calcIdeal = ACT_IDLE
client.calcSeqOverride = -1
local baseClass = GAMEMODE.BaseClass
if (!baseClass:HandlePlayerDriving(client) and !baseClass:HandlePlayerDucking(client, velocity) and!baseClass:HandlePlayerJumping(client, velocity) and !baseClass:HandlePlayerSwimming(client)) then
if (velocity:Length2D() < 0.5 and client:GetActiveWeapon():GetClass() == "ix_hands") then
client.calcSeqOverride = moodTab["idle"]
elseif (velocity:Length2D() >= 0.5 and !client:IsRunning() and client:GetActiveWeapon():GetClass() == "ix_hands") then
if (!client:IsOnGround()) then
return
end
client.calcSeqOverride = moodTab["walk"]
elseif (client:IsRunning()) then
client.calcSeqOverride = moodTab["run"]
end
end
end
if (client.calcSeqOverride != -1 and isstring(client.calcSeqOverride)) then
client.calcSeqOverride = client:LookupSequence(client.calcSeqOverride)
return client.calcIdeal, client.calcSeqOverride
end
end

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--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
-- Called after a player has loaded a character.
function PLUGIN:PlayerLoadedCharacter(client, character, currentChar)
client:SetNetVar("characterMood", nil)
end
-- Called after the player's model has changed.
function PLUGIN:PlayerModelChanged(client, model)
client:SetNetVar("characterMood", nil)
end