497 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			497 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| IsProne = false
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| local isCrouched = false
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| local isCrawling = false
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| local inAction = false
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| local proneType = 'onfront'
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| local lastKeyPress = 0
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| local forceEndProne = false
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| 
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| -- Crouching --
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| 
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| local function ResetCrouch()
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|     local playerPed = PlayerPedId()
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| 
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|     ResetPedStrafeClipset(playerPed)
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|     ResetPedWeaponMovementClipset(playerPed)
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|     SetPedMaxMoveBlendRatio(playerPed, 1.0)
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|     SetPedCanPlayAmbientAnims(playerPed, true)
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| 
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|     local walkstyle = GetResourceKvpString("walkstyle")
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|     if walkstyle ~= nil then
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|         RequestWalking(walkstyle)
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|         SetPedMovementClipset(PlayerPedId(), walkstyle, 0.5)
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|         RemoveClipSet(walkstyle)
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|     else
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|         ResetPedMovementClipset(playerPed, 0.5)
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|     end
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| 
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|     RemoveAnimSet('move_ped_crouched')
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| end
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| 
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| local function CrouchLoop()
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|     local playerId = PlayerId()
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| 
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|     while isCrouched do
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|         local playerPed = PlayerPedId()
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| 
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|         if not CanPlayerCrouchCrawl(playerPed) then
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|             isCrouched = false
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|             break
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|         end
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| 
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|         if IsPlayerAiming(playerId) then
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|             SetPedMaxMoveBlendRatio(playerPed, 0.15)
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|         end
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| 
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|         SetPedCanPlayAmbientAnims(playerPed, false)
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| 
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|         DisableControlAction(0, 36, true)
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|         if IsPedUsingActionMode(playerPed) == 1 then
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|             SetPedUsingActionMode(playerPed, false, -1, 'DEFAULT_ACTION')
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|         end
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| 
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|         DisableFirstPersonCamThisFrame()
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| 
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|         if Config.FpsMode == true then
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|             DisableControlAction(2, 25, true) -- disables the aim control action entirely while crouched
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|         end
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| 
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|         Wait(0)
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|     end
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| 
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|     TriggerEvent('crouch_crawl:onCrouch', false)
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| 
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|     ResetCrouch()
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| end
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| 
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| local function StartCrouch()
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|     isCrouched = true
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|     RequestWalking('move_ped_crouched')
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|     local playerPed = PlayerPedId()
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| 
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|     if GetPedStealthMovement(playerPed) ~= 0 then
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|         SetPedStealthMovement(playerPed, false, 'DEFAULT_ACTION')
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|         Wait(100)
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|     end
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| 
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|     if GetFollowPedCamViewMode() == 4 then
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|         SetFollowPedCamViewMode(0) -- THIRD_PERSON_NEAR
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|     end
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| 
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|     SetPedMovementClipset(playerPed, 'move_ped_crouched', 0.6)
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|     SetPedStrafeClipset(playerPed, 'move_ped_crouched_strafing')
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| 
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|     -- For other scripts to use
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|     TriggerEvent('crouch_crawl:onCrouch', true)
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| 
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|     CreateThread(CrouchLoop)
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| end
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| 
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| ---@param playerPed number
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| ---@return boolean success
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| local function AttemptCrouch(playerPed)
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|     if CanPlayerCrouchCrawl(playerPed) and IsPedHuman(playerPed) then
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|         StartCrouch()
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|         return true
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|     else
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|         return false
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|     end
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| end
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| 
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| ---Disables a control until it's key has been released
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| ---@param padIndex integer
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| ---@param control integer
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| local function DisableControlUntilReleased(padIndex, control)
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|     CreateThread(function()
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|         while IsDisabledControlPressed(padIndex, control) do
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|             DisableControlAction(padIndex, control, true)
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|             Wait(0)
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|         end
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|     end)
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| end
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| 
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| local function CrouchKeyPressed()
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|     if not LocalPlayer.state.canEmote then return end
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| 
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|     if inAction then
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|         return
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|     end
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| 
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|     if IsPauseMenuActive() or IsNuiFocused() then
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|         return
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|     end
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| 
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|     if isCrouched then
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|         isCrouched = false
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|         local crouchKey = GetControlInstructionalButton(0, `+crouch` | 0x80000000, false)
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|         local lookBehindKey = GetControlInstructionalButton(0, 26, false) -- INPUT_LOOK_BEHIND
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| 
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|         if crouchKey == lookBehindKey then
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|             DisableControlUntilReleased(0, 26) -- INPUT_LOOK_BEHIND
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|         end
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| 
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|         return
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|     end
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| 
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|     local playerPed = PlayerPedId()
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| 
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|     if not CanPlayerCrouchCrawl(playerPed) or not IsPedHuman(playerPed) then
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|         return
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|     end
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| 
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|     local crouchKey = GetControlInstructionalButton(0, `+crouch` | 0x80000000, false)
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|     local lookBehindKey = GetControlInstructionalButton(0, 26, false) -- INPUT_LOOK_BEHIND
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|     local duckKey = GetControlInstructionalButton(0, 36, false) -- INPUT_DUCK
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| 
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|     if crouchKey == lookBehindKey then
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|         DisableControlUntilReleased(0, 26) -- INPUT_LOOK_BEHIND
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|     end
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| 
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|     if crouchKey == duckKey then
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|         if Config.CrouchOverrideStealthMode then
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|             DisableControlAction(0, 36, true) -- Disable INPUT_DUCK this frame
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|         elseif not IsProne then
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|             local timer = GetGameTimer()
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| 
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|             if GetPedStealthMovement(playerPed) ~= 0 and timer - lastKeyPress < 1000 then
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|                 DisableControlAction(0, 36, true) -- Disable INPUT_DUCK this frame
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|                 lastKeyPress = 0
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|             else
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|                 lastKeyPress = timer
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|                 return
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|             end
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|         end
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|     end
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| 
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|     StartCrouch()
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| 
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|     if IsProne then
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|         inAction = true
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|         IsProne = false
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|         PlayAnimOnce(playerPed, 'get_up@directional@transition@prone_to_knees@crawl', 'front', nil, nil, 780)
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|         Wait(780)
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|         inAction = false
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|     end
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| end
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| 
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| 
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| -- Crawling --
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| 
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| ---@param playerPed number
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| ---@return boolean
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| local function ShouldPlayerDiveToCrawl(playerPed)
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|     if IsPedRunning(playerPed) or IsPedSprinting(playerPed) then
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|         return true
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|     end
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| 
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|     return false
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| end
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| 
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| ---Stops the player from being prone
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| ---@param force boolean If forced then no exit anim is played
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| local function stopPlayerProne(force)
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|     IsProne = false
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|     forceEndProne = force
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| end
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| 
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| ---@param playerPed number
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| ---@param heading number|nil
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| ---@param blendInSpeed number|nil
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| local function PlayIdleCrawlAnim(playerPed, heading, blendInSpeed)
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|     local playerCoords = GetEntityCoords(playerPed)
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|     TaskPlayAnimAdvanced(playerPed, 'move_crawl', proneType..'_fwd', playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, heading or GetEntityHeading(playerPed), blendInSpeed or 2.0, 2.0, -1, 2, 1.0, false, false)
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| end
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| 
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| ---@param forceEnd boolean
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| local function PlayExitCrawlAnims(forceEnd)
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|     if not forceEnd then
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|         inAction = true
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|         local playerPed = PlayerPedId()
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|         local animDict, animName, waitTime
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| 
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|         if proneType == 'onfront' then
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|             animDict, animName, waitTime = 'get_up@directional@transition@prone_to_knees@crawl', 'front', 780
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|         else
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|             animDict, animName, waitTime = 'get_up@directional@transition@prone_to_seated@crawl', 'back', 950
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|         end
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| 
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|         PlayAnimOnce(playerPed, animDict, animName, nil, nil, waitTime)
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| 
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|         if not isCrouched then
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|             Wait(waitTime)
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|             PlayAnimOnce(playerPed, 'get_up@directional@movement@from_'..(proneType == 'onfront' and 'knees' or 'seated')..'@standard', 'getup_l_0', nil, nil, 1300)
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|         end
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|     end
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| end
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| 
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| -- Crawls one "step" forward/backward
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| ---@param playerPed number
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| ---@param type string
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| ---@param direction string
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| local function Crawl(playerPed, type, direction)
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|     isCrawling = true
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| 
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|     TaskPlayAnim(playerPed, 'move_crawl', type..'_'..direction, 8.0, -8.0, -1, 2, 0.0, false, false, false)
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| 
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|     local time = {
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|         ['onfront'] = {
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|             ['fwd'] = 820,
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|             ['bwd'] = 990
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|         },
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|         ['onback'] = {
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|             ['fwd'] = 1200,
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|             ['bwd'] = 1200
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|         }
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|     }
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| 
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|     SetTimeout(time[type][direction], function()
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|         isCrawling = false
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|     end)
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| end
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| 
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| -- Flips the player when crawling
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| ---@param playerPed number
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| local function CrawlFlip(playerPed)
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|     inAction = true
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|     local heading = GetEntityHeading(playerPed)
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| 
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|     proneType = proneType == 'onfront' and 'onback' or 'onfront'
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| 
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|     if proneType == 'onback' then
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|         PlayAnimOnce(playerPed, 'get_up@directional_sweep@combat@pistol@front', 'front_to_prone', 2.0)
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|         ChangeHeadingSmooth(playerPed, -18.0, 3600)
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|     else
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|         PlayAnimOnce(playerPed, 'move_crawlprone2crawlfront', 'back', 2.0, nil, -1)
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|         ChangeHeadingSmooth(playerPed, 12.0, 1700)
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|     end
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| 
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|     PlayIdleCrawlAnim(playerPed, heading + 180.0)
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|     Wait(400)
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|     inAction = false
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| end
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| 
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| local function CrawlLoop()
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|     Wait(400)
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| 
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|     while IsProne do
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|         local playerPed = PlayerPedId()
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| 
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|         if not CanPlayerCrouchCrawl(playerPed) or IsEntityInWater(playerPed) then
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|             ClearPedTasks(playerPed)
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|             stopPlayerProne(true)
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|             break
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|         end
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| 
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|         local forward, backwards = IsControlPressed(0, 32), IsControlPressed(0, 33) -- INPUT_MOVE_UP_ONLY, INPUT_MOVE_DOWN_ONLY
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|         if not isCrawling then
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|             if forward then -- Forward
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|                 Crawl(playerPed, proneType, 'fwd')
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|             elseif backwards then -- Back
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|                 Crawl(playerPed, proneType, 'bwd')
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|             end
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|         end
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| 
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|         -- Moving left/right
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|         if IsControlPressed(0, 34) then -- INPUT_MOVE_LEFT_ONLY
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|             if isCrawling then
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|                 local headingDiff = forward and 1.0 or -1.0
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|                 SetEntityHeading(playerPed, GetEntityHeading(playerPed) + headingDiff)
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|             else
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|                 inAction = true
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|                 if proneType == 'onfront' then
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|                     local playerCoords = GetEntityCoords(playerPed)
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|                     TaskPlayAnimAdvanced(playerPed, 'move_crawlprone2crawlfront', 'left', playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, GetEntityHeading(playerPed), 2.0, 2.0, -1, 2, 0.1, false, false)
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|                     ChangeHeadingSmooth(playerPed, -10.0, 300)
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|                     Wait(700)
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|                 else
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|                     PlayAnimOnce(playerPed, 'get_up@directional_sweep@combat@pistol@left', 'left_to_prone')
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|                     ChangeHeadingSmooth(playerPed, 25.0, 400)
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|                     PlayIdleCrawlAnim(playerPed)
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|                     Wait(600)
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|                 end
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|                 inAction = false
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|             end
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|         elseif IsControlPressed(0, 35) then -- INPUT_MOVE_RIGHT_ONLY
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|             if isCrawling then
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|                 local headingDiff = backwards and 1.0 or -1.0
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|                 SetEntityHeading(playerPed, GetEntityHeading(playerPed) + headingDiff)
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|             else
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|                 inAction = true
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|                 if proneType == 'onfront' then
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|                     local playerCoords = GetEntityCoords(playerPed)
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|                     TaskPlayAnimAdvanced(playerPed, 'move_crawlprone2crawlfront', 'right', playerCoords.x, playerCoords.y, playerCoords.z, 0.0, 0.0, GetEntityHeading(playerPed), 2.0, 2.0, -1, 2, 0.1, false, false)
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|                     ChangeHeadingSmooth(playerPed, 10.0, 300)
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|                     Wait(700)
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|                 else
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|                     PlayAnimOnce(playerPed, 'get_up@directional_sweep@combat@pistol@right', 'right_to_prone')
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|                     ChangeHeadingSmooth(playerPed, -25.0, 400)
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|                     PlayIdleCrawlAnim(playerPed)
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|                     Wait(600)
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|                 end
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|                 inAction = false
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|             end
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|         end
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| 
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|         if not isCrawling then
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|             if IsControlPressed(0, 22) then -- INPUT_JUMP
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|                 CrawlFlip(playerPed)
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|             end
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|         end
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| 
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|         Wait(0)
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|     end
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| 
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|     TriggerEvent('crouch_crawl:onCrawl', false)
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| 
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|     PlayExitCrawlAnims(forceEndProne)
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| 
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|     isCrawling = false
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|     inAction = false
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|     forceEndProne = false
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|     proneType = 'onfront'
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|     SetPedConfigFlag(PlayerPedId(), 48, false) -- CPED_CONFIG_FLAG_BlockWeaponSwitching
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| 
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|     RemoveAnimDict('move_crawl')
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|     RemoveAnimDict('move_crawlprone2crawlfront')
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| end
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| 
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| local function CrawlKeyPressed()
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|     if not LocalPlayer.state.canEmote then return end
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| 
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|     if inAction then
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|         return
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|     end
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| 
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|     if IsPauseMenuActive() or IsNuiFocused() then
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|         return
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|     end
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| 
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|     if IsProne then
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|         IsProne = false
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|         return
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|     end
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| 
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|     if IsInAnimation then
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|         EmoteCancel()
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|     end
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| 
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|     local wasCrouched = false
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|     if isCrouched then
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|         isCrouched = false
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|         wasCrouched = true
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|     end
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| 
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|     local playerPed = PlayerPedId()
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|     if not CanPlayerCrouchCrawl(playerPed) or IsEntityInWater(playerPed) or not IsPedHuman(playerPed) then
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|         return
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|     end
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|     inAction = true
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| 
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|     if Pointing then
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|         Pointing = false
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|     end
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| 
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|     if InHandsup then
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|         return
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|     end
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| 
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|     if IsInActionWithErrorMessage({['IsProne'] = true}) then
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|         return
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|     end
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| 
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|     IsProne = true
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|     SetPedConfigFlag(playerPed, 48, true) -- CPED_CONFIG_FLAG_BlockWeaponSwitching
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| 
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|     if GetPedStealthMovement(playerPed) ~= 0 then
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|         SetPedStealthMovement(playerPed, false, 'DEFAULT_ACTION')
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|         Wait(100)
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|     end
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| 
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|     LoadAnim('move_crawl')
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|     LoadAnim('move_crawlprone2crawlfront')
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| 
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|     if ShouldPlayerDiveToCrawl(playerPed) then
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|         PlayAnimOnce(playerPed, 'explosions', 'react_blown_forwards', nil, 3.0)
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|         Wait(1100)
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|     elseif wasCrouched then
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|         PlayAnimOnce(playerPed, 'amb@world_human_sunbathe@male@front@enter', 'enter', nil, nil, -1, 0.3)
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|         Wait(1500)
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|     else
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|         PlayAnimOnce(playerPed, 'amb@world_human_sunbathe@male@front@enter', 'enter')
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|         Wait(3000)
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|     end
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| 
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|     if CanPlayerCrouchCrawl(playerPed) and not IsEntityInWater(playerPed) then
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|         PlayIdleCrawlAnim(playerPed, nil, 3.0)
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|     end
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| 
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|     TriggerEvent('crouch_crawl:onCrawl', true)
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| 
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|     inAction = false
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|     CreateThread(CrawlLoop)
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| end
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| 
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| 
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| -- Commands & KeyMapping --
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| if Config.CrouchEnabled then
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|     if Config.CrouchKeybindEnabled then
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|         RegisterKeyMapping('+crouch', Translate('register_crouch'), 'keyboard', Config.CrouchKeybind)
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|         RegisterCommand('+crouch', function() CrouchKeyPressed() end, false)
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|         RegisterCommand('-crouch', function() end, false) -- This needs to be here to prevent warnings in chat
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|     end
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|     RegisterCommand('crouch', function()
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|         if not LocalPlayer.state.canEmote then return end
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| 
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|         if isCrouched then
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|             isCrouched = false
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|             return
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|         end
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| 
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|         AttemptCrouch(PlayerPedId())
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|     end, false)
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|     TriggerEvent('chat:addSuggestion', '/crouch', Translate('crouch'))
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| end
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| 
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| if Config.CrawlEnabled then
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|     if Config.CrawlKeybindEnabled then
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|         RegisterKeyMapping('+crawl', Translate('register_crawl'), 'keyboard', Config.CrawlKeybind)
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|         RegisterCommand('+crawl', function() CrawlKeyPressed() end, false)
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|         RegisterCommand('-crawl', function() end, false) -- This needs to be here to prevent warnings in chat
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|     end
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|     RegisterCommand('crawl', function() CrawlKeyPressed() end, false)
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|     TriggerEvent('chat:addSuggestion', '/crawl', Translate('crawl'))
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| end
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| 
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| 
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| -- Exports --
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| 
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| ---Returns if the player is crouched
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| ---@return boolean
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| local function IsPlayerCrouched()
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| 	return isCrouched
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| end
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| exports('IsPlayerCrouched', IsPlayerCrouched)
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| 
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| ---Returns if the player is prone (both when laying still and when moving)
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| ---@return boolean
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| local function IsPlayerProne()
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| 	return IsProne
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| end
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| exports('IsPlayerProne', IsPlayerProne)
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| 
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| ---Returns if the player is crawling (only when moving forward/backward)
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| ---@return boolean
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| local function IsPlayerCrawling()
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| 	return isCrawling
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| end
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| exports('IsPlayerCrawling', IsPlayerCrawling)
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| 
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| ---Returns either "onfront" or "onback", this can be used to check if the player is on his back or on his stomach. NOTE: This will still return a string even if the player is not prone. Use IsPlayerProne() to check if the player is prone.
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| ---@return string
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| local function GetPlayerProneType()
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| 	return proneType
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| end
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| exports('GetPlayerProneType', GetPlayerProneType)
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| 
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| -- Useful to call if the player gets handcuffed etc.
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| exports('StopPlayerProne', stopPlayerProne)
 | 
