local PLUGIN = PLUGIN PLUGIN.name = "Animation Context Menu" PLUGIN.author = "RefoselTeamWork" PLUGIN.description = "Замена стандартного Context Menu на меню выбора анимаций" PLUGIN.AnimationTable = { [1] = {name = "Помахать руками", anim = "rp_wave", loop = false}, [2] = {name = "Помахать рукой", anim = "gesture_wave_original", loop = false}, [3] = {name = "Показать пальцем вперед", anim = "rp_point", loop = false}, [4] = {name = "Показать пальцем назад", anim = "rp_point_back", loop = false}, [5] = {name = "Поправить галстук", anim = "menu_gman", loop = false}, [6] = {name = "Приседания", anim = "rp_sport1_loop", loop = true}, [7] = {name = "Отжимания", anim = "rp_sport2_loop", loop = true}, [8] = {name = "Подъем корпуса", anim = "rp_sport3_loop", loop = true}, [9] = {name = "Берпи", anim = "rp_sport4_loop", loop = true}, [10] = {name = "Стоять злобно", anim = "rp_angry_loop", loop = true}, [11] = {name = "Стоять напуганно", anim = "idle_all_scared", loop = true}, [12] = {name = "Стоять, сложив руки", anim = "pose_standing_01", loop = true}, [13] = {name = "Стоять, руки на поясе", anim = "pose_standing_02", loop = true}, [14] = {name = "Стоять, держась за пояс", anim = "rp_cop_idle", loop = true}, [15] = {name = "Сидеть, рука на колене", anim = "pose_ducking_01", loop = true}, [16] = {name = "Сидеть в позе лотоса", anim = "pose_ducking_02", loop = true}, [17] = {name = "Сидеть в сонном состоянии", anim = "rp_sit_loop", loop = true}, [18] = {name = "Лежать в плохом состоянии", anim = "rp_injured_loop", loop = true}, [19] = {name = "Танец 1", anim = "rp_dance1_loop", loop = true}, [20] = {name = "Танец 2", anim = "rp_dance2_loop", loop = true}, [21] = {name = "Танец 3", anim = "rp_dance3_loop", loop = true}, [23] = {name = "Согласие", anim = "gesture_agree_original", loop = false}, [24] = {name = "Несогласие", anim = "gesture_disagree_original", loop = false}, [25] = {name = "Позвать с собой", anim = "gesture_becon_original", loop = false}, [26] = {name = "Поклониться", anim = "gesture_bow_original", loop = false}, [27] = {name = "Отдать честь", anim = "gesture_salute_original", loop = false}, [28] = {name = "Пить кофе", anim = "rp_drinking", loop = true, prop = {model = "models/props_junk/garbage_coffeemug001a.mdl", spawnfunc = function(mod, ent) local att = ent:LookupAttachment("anim_attachment_RH") local lvec = Vector(1,0,1) timer.Create("WhileThatPropExist"..ent:EntIndex(), 0, 0, function() if IsValid(mod) then local tab = ent:GetAttachment(att) if (tab) then mod:SetPos(tab.Pos+tab.Ang:Up()*lvec.z+tab.Ang:Right()*lvec.y+tab.Ang:Forward()*lvec.x) mod:SetAngles(tab.Ang) end if !IsValid(ent) or !ent:Alive() then timer.Remove("WhileThatPropExist"..ent:EntIndex()) mod:Remove() end else timer.Remove("WhileThatPropExist"..ent:EntIndex()) end end) end}}, [29] = {name = "Смотреть на объект", anim = "rp_medic_idle", loop = true}, [30] = {name = "Записывать в блокнот", anim = "rp_writing", loop = true, prop = {model = "models/props_lab/clipboard.mdl", spawnfunc = function(mod, ent) local att = ent:LookupAttachment("anim_attachment_RH") local lvec = Vector(2,-2,2) timer.Create("WhileThatPropExist"..ent:EntIndex(), 0, 0, function() if IsValid(mod) then local tab = ent:GetAttachment(att) if (tab) then mod:SetPos(tab.Pos+tab.Ang:Up()*lvec.z+tab.Ang:Right()*lvec.y+tab.Ang:Forward()*lvec.x) mod:SetAngles(tab.Ang+Angle(140,0,-100)) end if !IsValid(ent) or !ent:Alive() then timer.Remove("WhileThatPropExist"..ent:EntIndex()) mod:Remove() end else timer.Remove("WhileThatPropExist"..ent:EntIndex()) end end) end}}, [31] = {name = "Спать", anim = "rp_sleep", loop = true}, [32] = {name = "Воинское приветствие", anim = "rp_salute1", loop = true, loop_stop = true}, [33] = {name = "Танец в присядь", anim = "rp_dance_squat", loop = true}, } if SERVER then concommand.Add("rp_set_taunt", function(ply, cmd, args) local arg = tonumber(args[1]) if arg and arg > 0 and arg <= #PLUGIN.AnimationTable then local tab = PLUGIN.AnimationTable[arg] PLUGIN:SetTAnimation(ply, tab.anim, not tab.loop, arg) end end) function PLUGIN:SetTAnimation(ply, anim, autostop, id) ply:SetNW2String('TauntAnim', anim) ply:SetNW2Float('TauntID', id) ply:SetNW2Float('TAnimDelay', select(2, ply:LookupSequence(anim))) ply:SetNW2Float('TAnimStartTime', CurTime()) ply:SetCycle(0) local wep = ply:GetActiveWeapon() if IsValid(wep) and anim != "" then ply.TauntPreviousWeapon = wep:GetClass() ply:SetActiveWeapon(nil) elseif anim == "" and isstring(ply.TauntPreviousWeapon) then ply:SelectWeapon(ply.TauntPreviousWeapon) ply.TauntPreviousWeapon = nil end if autostop then local delay = select(2, ply:LookupSequence(anim)) timer.Create("TauntAGRP"..ply:EntIndex(), delay, 1, function() if not IsValid(ply) then return end local anim2 = ply:GetNW2String('TauntAnim') if anim == anim2 then PLUGIN:SetTAnimation(ply, "") end end) end end function PLUGIN:PlayerSwitchWeapon(ply, oldWeapon, newWeapon) local str = ply:GetNW2String('TauntAnim') if str != "" then return true end end function PLUGIN:Think() for _, ply in ipairs(player.GetAll()) do local str = ply:GetNW2String('TauntAnim') if str != "" and (ply:InVehicle() or not ply:Alive() or ply:WaterLevel() >= 2) then PLUGIN:SetTAnimation(ply, "") end end end else CreateConVar("rp_taunt_firstperson", 0, FCVAR_ARCHIVE, "", 0, 1) CreateConVar("rp_taunt_realistic_firstperson", 0, FCVAR_ARCHIVE, "", 0, 1) end function PLUGIN:SetupMove(ply, mvd, cmd) local str = ply:GetNW2String('TauntAnim') if str != "" then mvd:SetMaxSpeed(1) mvd:SetMaxClientSpeed(1) if SERVER and ply:KeyDown(IN_SPEED) then PLUGIN:SetTAnimation(ply, "") end end end function PLUGIN:CalcMainActivity(ply, vel) local str = ply:GetNW2String('TauntAnim') local num = ply:GetNW2Float('TAnimDelay') local id = ply:GetNW2Float('TauntID') local st = ply:GetNW2Float('TAnimStartTime') if str != "" and ply:Alive() then local ls = PLUGIN.AnimationTable[id] and PLUGIN.AnimationTable[id].loop_stop if ply:GetCycle() >= 1 then if not ls then ply:SetCycle(0) if SERVER then ply:SetNW2Float('TAnimStartTime', CurTime()) end end else ply:SetCycle((CurTime()-st)/num) local tab = PLUGIN.AnimationTable[id] and PLUGIN.AnimationTable[id].prop if CLIENT and istable(tab) and (not IsValid(ply.TauntProp) or ply.TauntProp:GetModel() != tab.model) then if IsValid(ply.TauntProp) then ply.TauntProp:Remove() end ply.TauntProp = ClientsideModel(tab.model) tab.spawnfunc(ply.TauntProp, ply) elseif CLIENT and not istable(tab) and IsValid(ply.TauntProp) then ply.TauntProp:Remove() end end return -1, ply:LookupSequence(str) else if SERVER then ply:SetNW2Float('TauntID', 0) elseif CLIENT and IsValid(ply.TauntProp) then ply.TauntProp:Remove() end end end ix.util.Include("cl_plugin.lua")