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gamemodes/helix/plugins/act/sh_plugin.lua
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285
gamemodes/helix/plugins/act/sh_plugin.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--[[--
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Provides players the ability to perform animations.
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]]
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-- @module ix.act
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local PLUGIN = PLUGIN
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PLUGIN.name = "Player Acts"
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PLUGIN.description = "Adds animations that can be performed by certain models."
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PLUGIN.author = "`impulse"
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ix.act = ix.act or {}
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ix.act.stored = ix.act.stored or {}
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CAMI.RegisterPrivilege({
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Name = "Helix - Player Acts",
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MinAccess = "user"
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})
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--- Registers a sequence as a performable animation.
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-- @realm shared
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-- @string name Name of the animation (in CamelCase)
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-- @string modelClass Model class to add this animation to
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-- @tab data An `ActInfoStructure` table describing the animation
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function ix.act.Register(name, modelClass, data)
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ix.act.stored[name] = ix.act.stored[name] or {} -- might be adding onto an existing act
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if (!data.sequence) then
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return ErrorNoHalt(string.format(
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"Act '%s' for '%s' tried to register without a provided sequence\n", name, modelClass
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))
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end
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if (!istable(data.sequence)) then
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data.sequence = {data.sequence}
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end
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if (data.start and istable(data.start) and #data.start != #data.sequence) then
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return ErrorNoHalt(string.format(
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"Act '%s' tried to register without matching number of enter sequences\n", name
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))
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end
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if (data.finish and istable(data.finish) and #data.finish != #data.sequence) then
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return ErrorNoHalt(string.format(
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"Act '%s' tried to register without matching number of exit sequences\n", name
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))
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end
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if (istable(modelClass)) then
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for _, v in ipairs(modelClass) do
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ix.act.stored[name][v] = data
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end
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else
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ix.act.stored[name][modelClass] = data
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end
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end
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--- Removes a sequence from being performable if it has been previously registered.
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-- @realm shared
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-- @string name Name of the animation
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function ix.act.Remove(name)
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ix.act.stored[name] = nil
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ix.command.list["Act" .. name] = nil
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end
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ix.util.Include("sh_definitions.lua")
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ix.util.Include("sv_hooks.lua")
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ix.util.Include("cl_hooks.lua")
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function PLUGIN:InitializedPlugins()
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hook.Run("SetupActs")
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hook.Run("PostSetupActs")
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end
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function PLUGIN:ExitAct(client)
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client.ixUntimedSequence = nil
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client:SetNetVar("actEnterAngle")
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hook.Run("OnPlayerExitAct", client)
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net.Start("ixActLeave")
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net.Send(client)
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end
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function PLUGIN:PostSetupActs()
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-- create chat commands for all stored acts
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for act, classes in pairs(ix.act.stored) do
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local variants = 1
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local COMMAND = {
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privilege = "Player Acts"
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}
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-- check if this act has any variants (i.e /ActSit 2)
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for _, v in pairs(classes) do
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if (#v.sequence > 1) then
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variants = math.max(variants, #v.sequence)
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end
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end
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-- setup command arguments if there are variants for this act
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if (variants > 1) then
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COMMAND.arguments = bit.bor(ix.type.number, ix.type.optional)
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COMMAND.argumentNames = {"variant (1-" .. variants .. ")"}
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end
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COMMAND.alias = "Anim" .. act -- Old habits die hard.
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COMMAND.GetDescription = function(command)
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return L("cmdAct", act)
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end
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local privilege = "Helix - " .. COMMAND.privilege
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-- we'll perform a model class check in OnCheckAccess to prevent the command from showing up on the client at all
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COMMAND.OnCheckAccess = function(command, client)
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local bHasAccess, _ = CAMI.PlayerHasAccess(client, privilege, nil)
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if (!bHasAccess) then
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return false
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end
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local modelClass = ix.anim.GetModelClass(client:GetModel())
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if (!classes[modelClass]) then
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return false, "modelNoSeq"
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end
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return true
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end
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COMMAND.OnRun = function(command, client, variant)
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-- Anti-Exploit measure. Just silently fail if near a door.
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for _, entity in ipairs(ents.FindInSphere(client:GetPos(), 50)) do
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if (entity:GetClass() == "func_door" or entity:GetClass() == "func_door_rotating" or entity:GetClass() == "prop_door_rotating") then return end
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end
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variant = math.Clamp(tonumber(variant) or 1, 1, variants)
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if (client:GetNetVar("actEnterAngle")) then
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return "@notNow"
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end
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local modelClass = ix.anim.GetModelClass(client:GetModel())
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local bCanEnter, error = hook.Run("CanPlayerEnterAct", client, modelClass, variant, classes)
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if (!bCanEnter) then
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return error
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end
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local data = classes[modelClass]
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local mainSequence = data.sequence[variant]
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local mainDuration
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-- check if the main sequence has any extra info
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if (istable(mainSequence)) then
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-- any validity checks to perform (i.e facing a wall)
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if (mainSequence.check) then
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local result = mainSequence.check(client)
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if (result) then
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return result
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end
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end
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-- position offset
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if (mainSequence.offset) then
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client.ixOldPosition = client:GetPos()
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client:SetPos(client:GetPos() + mainSequence.offset(client))
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end
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mainDuration = mainSequence.duration
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mainSequence = mainSequence[1]
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end
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local startSequence = data.start and data.start[variant] or ""
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local startDuration
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if (istable(startSequence)) then
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startDuration = startSequence.duration
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startSequence = startSequence[1]
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end
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client:SetNetVar("actEnterAngle", client:GetAngles())
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client:ForceSequence(startSequence, function()
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-- we've finished the start sequence
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client.ixUntimedSequence = data.untimed -- client can exit after the start sequence finishes playing
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local duration = client:ForceSequence(mainSequence, function()
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-- we've stopped playing the main sequence (either duration expired or user cancelled the act)
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if (data.finish) then
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local finishSequence = data.finish[variant]
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local finishDuration
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if (istable(finishSequence)) then
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finishDuration = finishSequence.duration
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finishSequence = finishSequence[1]
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end
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client:ForceSequence(finishSequence, function()
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-- client has finished the end sequence and is no longer playing any animations
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self:ExitAct(client)
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end, finishDuration)
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else
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-- there's no end sequence so we can exit right away
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self:ExitAct(client)
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end
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end, data.untimed and 0 or (mainDuration or nil))
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if (!duration) then
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-- the model doesn't support this variant
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self:ExitAct(client)
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client:NotifyLocalized("modelNoSeq")
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return
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end
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end, startDuration, nil)
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net.Start("ixActEnter")
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net.WriteBool(data.idle or false)
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net.Send(client)
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client.ixNextAct = CurTime() + 4
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end
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ix.command.Add("Act" .. act, COMMAND)
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end
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-- setup exit act command
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local COMMAND = {
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privilege = "Player Acts",
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OnRun = function(command, client)
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-- Anti-Exploit measure. Just silently fail if near a door.
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for _, entity in ipairs(ents.FindInSphere(client:GetPos(), 50)) do
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if (entity:GetClass() == "func_door" or entity:GetClass() == "func_door_rotating" or entity:GetClass() == "prop_door_rotating") then return end
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end
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if (client.ixUntimedSequence) then
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client:LeaveSequence()
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hook.Run("OnPlayerExitAct", client)
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end
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end
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}
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if (CLIENT) then
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-- hide this command from the command list
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COMMAND.OnCheckAccess = function(client)
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return false
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end
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end
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ix.command.Add("ExitAct", COMMAND)
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end
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function PLUGIN:UpdateAnimation(client, moveData)
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local angle = client:GetNetVar("actEnterAngle")
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if (angle) then
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client:SetRenderAngles(angle)
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end
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end
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do
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local keyBlacklist = IN_ATTACK + IN_ATTACK2
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function PLUGIN:StartCommand(client, command)
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if (client:GetNetVar("actEnterAngle")) then
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command:RemoveKey(keyBlacklist)
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end
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end
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end
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