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cl_index.js
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/**
* StanceModifier (Javascript Edition)
* Author: ItsAmmarB (Discord: ItsAmmarB#7897)
* Release: 2.0.0
*
* Credits to:
* JediJosh920 (https://www.gta5-mods.com/users/jedijosh920) (https://www.youtube.com/channel/UCmvRF-KB6xCwjHnNgMeUDXw)
* TimothyDexter (https://forum.cfx.re/u/timothy_dexter)
*
* open issue card on github or on the cfx post if you have any issues/bugs/improvements.
*
* Issues:
* - Snipers force 3rd person view due to (SCRIPTED_GUN_TASK_PLANE_WING).
* - Ped will be seen standing up while aiming whilst prone state, (SCRIPTED_GUN_TASK_PLANE_WING) Animation is not synced with other clients. (Fourthbeam)[https://forum.cfx.re/u/fourthbeam/summary]
*
* Useful sources:
* - https://github.com/GTA-Network/GTAVTools/blob/master/GTAVHook/GTAV.h
*
*
* Commits:
* - 1/30/2020 | 1.0.0 | Initial release, credits to TimothyDexter (https://forum.cfx.re/t/release-stance-modifier-crouch-and-prone/172038)
* - 2/1/2020 | 1.0.1 | Patch for ProneFlip, now works.
* - 2/2/2020 | 1.0.2 | Removed Server.js and the console message
* - 3/8/2022 | 2.0.0 | Complete overhual and re-write, many issues and bugs were fixed
* - 5/3/2022 | 2.0.2 | Prone in car fix, made it more user-friendly.
*/
// ========================================================================================================================
// CHANGABLE VARIABLES
// ------------------------------------------------------------------------------------------------------------------------
// MAKES SURE YOU KNOW WHAT YOU'RE DOING BEFORE YOU CHANGE ANYTHING
// ========================================================================================================================
/**
* There will effect every player, choose them wisely
* refer to https://docs.fivem.net/docs/game-references/controls/
* if you want to change the default keybinds
*/
const Config = {
FPV: false, // First Person View,
FireInProne: false,
Controls: {
Forward: 32, // Move Forward (W)
Backward: 33, // Move Backward (S)
Right: 34, // Move Right (D)
Left: 35, // Move Left (A)
Aim: 25 // Aim (RIGHT MOUSE)
},
Messages: {
NoFireInProne: ['^5(^0StanceModifier^5)', '^5Using a weapon in prone is disabled!']
}
};
/**
* NOTES:
* - The First person view is very laggy and unplayable, I highly recommned keeping it disabled, crashes may occure on low-end PC if enabled!!
* - Using weapon whilst in prone stance will result in de-sync, others will see you standing up and they won't be able to inflict damage to you
*/
// ========================================================================================================================
// KEY MAPPINGS/KEYBINDS
// ------------------------------------------------------------------------------------------------------------------------
// MAKES SURE YOU KNOW WHAT YOU'RE DOING BEFORE YOU CHANGE ANYTHING
// ========================================================================================================================
/**
* Refer to this page https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/
* if you are thinking of adjusting any of the below default key mappings/keybinds
*/
RegisterKeyMapping('AdvanceStance', 'Advance Stance', 'keyboard', 'LCONTROL');
RegisterKeyMapping('ProneFlip', 'Prone flip', 'keyboard', 'LSHIFT');
RegisterKeyMapping('Idle', 'To Idle Stance', 'keyboard', '');
RegisterKeyMapping('Stealth', 'To Stealth Stance', 'keyboard', '');
RegisterKeyMapping('Crouch', 'To Crouch Stance', 'keyboard', 'Z');
RegisterKeyMapping('Prone', 'To Prone Stance', 'keyboard', 'X');
/**
* Using '=' as the first character decreases the possiblity of the command just randomly showing
*/
RegisterCommand('AdvanceStance', () => {
if (CheckInterference(PlayerPedId())) return;
AdvanceStance(PlayerPedId());
});
RegisterCommand('ProneFlip', () => {
if (CheckInterference(PlayerPedId()) || Cached.Prone._isDiveInProgree) return;
ProneFlip(PlayerPedId());
});
RegisterCommand('Idle', () => { Idle(PlayerPedId()); });
RegisterCommand('Stealth', () => {
if (CheckInterference(PlayerPedId()) || Cached.Prone._isDiveInProgree) return;
AdvanceStance(PlayerPedId(), Stances.Stealth);
});
RegisterCommand('Crouch', () => {
if (CheckInterference(PlayerPedId()) || Cached.Prone._isDiveInProgree) return;
AdvanceStance(PlayerPedId(), Stances.Crouch);
});
RegisterCommand('Prone', () => {
if (CheckInterference(PlayerPedId()) || Cached.Prone._isDiveInProgree) return;
Prone(PlayerPedId());
});
// ========================================================================================================================
// VARIABLES
// ------------------------------------------------------------------------------------------------------------------------
// DO NOT TOUCH THE BELOW VARIABLES AS THEY ARE ESSENTIAL AND PRECISE
// ========================================================================================================================
const Timers = {
Delay: 1000,
ProneToIdleInvincibility: 250,
ProneTransition: 1050,
ForwardCrawl: 850,
BackwardCrawl: 1200,
DelayToAdvanceStance: 10,
DelayToProne: 200,
DelayToDive: 350,
DelayToFlip: 1000,
DelayToNextFlip: 250
};
const Stances = {
Idle: 0,
Stealth: 1,
Crouch: 2,
Prone: {
Stomach: 3,
Back: 4
}
};
const Movements = {
Forward: 0,
Backward: 1,
Left: 2,
Right: 3
};
const Cached = {
Prone: {
_state: null,
_lastKeyPressAt: null,
_debounceTime: null,
_lastLeftRightPressAt: null,
_lastBodyFlipAt: null,
_isDiveInProgree: null,
_isCrawlInProgress: null,
_previousState: null,
_previousWeapon: null,
_aimActive: null,
_allowFlip: null,
_lastProneAt: null
},
ped: null,
stance: Stances.Idle
};
RequestAnimDict('move_crawl');
RequestAnimDict('move_jump');
RequestAnimSet('move_ped_crouched');
// ========================================================================================================================
// MAIN THREAD
// ------------------------------------------------------------------------------------------------------------------------
// MAKES SURE YOU KNOW WHAT YOU'RE DOING BEFORE YOU CHANGE ANYTHING
// ========================================================================================================================
/**
* Runs every tick... obviously, cause preformance is overrated
*/
setInterval(() => {
const Ped = PlayerPedId(); // The player's ped that will be used in every tick, this is the only GetPlayerPed native in this script
Cached.ped = Ped;
/**
* This is basically the manager
* the [Cached.stance] is the current stance setting
* once [Cached.stance] is overwritten this switch will execute all needed functions for that stance to work
*/
switch (Cached.stance) {
case Stances.Idle:
{
SetPedStealthMovement(Ped, false, 'DEFAULT_ACTION');
ResetPedWeaponMovementClipset(Ped);
SetWeaponAnimationOverride(Ped, 'Default');
break;
}
case Stances.Stealth:
{
SetPedStealthMovement(Ped, true, 'DEFAULT_ACTION');
ResetPedWeaponMovementClipset(Ped);
SetWeaponAnimationOverride(Ped, 'Default');
break;
}
case Stances.Crouch:
{
SetPedStealthMovement(Ped, false, 'DEFAULT_ACTION');
SetPedUsingActionMode(Ped, false, -1, 'DEFAULT_ACTION');
SetPedMovementClipset(Ped, 'move_ped_crouched', 0.55);
SetPedStrafeClipset(Ped, 'move_ped_crouched_strafing');
SetWeaponAnimationOverride(Ped, 'Ballistic');
if (!Config.EnabledFPV && GetFollowPedCamViewMode() === 4) {
SetFollowPedCamViewMode(0);
}
if (IsPedRagdoll(Ped) && IsPedInMeleeCombat(Ped)) {
ClearPedTasks(Ped);
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
Cached.stance = Stances.Idle;
break;
}
break;
}
case Stances.Prone.Stomach:
case Stances.Prone.Back:
{
SetPedStealthMovement(Ped, false, 'DEFAULT_ACTION');
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
if (!Config.FireInProne) DisableControlAction(0, Config.Controls.Aim, true);
if (Cached.Prone._isDiveInProgree) break;
if (IsPedInMeleeCombat(Ped) || IsPedRagdoll(Ped)) {
IsPedInMeleeCombat(Ped) ? SetPedToRagdoll(Ped, 1, 1, 0) : undefined;
ClearPedTasks(Ped);
Cached.stance = Stances.Idle;
break;
}
HandleProneWeaponChange(Ped);
handleProneAim(Ped);
HandleProneMovement(Ped);
break;
}
}
/**
* Those are action that could interfer with stance animation or prevent it from working probably
* if any of those occure the ped will be set to the idle stance
*/
if (CheckInterference(Ped)) {
if (Cached.stance === Stances.Prone.Stomach || Cached.stance === Stances.Prone.Back) {
ResetProneAnimation(Ped);
} else {
Idle(Ped);
}
}
}, 15);
/**
* @name AdvanceStance
* @description Advances to the next available stance, stance order: Idle -> Stealth -> Crouch ---> (repeat)
* @param {*} Ped The players' ped
* @param {*} AdvanceTo The specific stance to advance to if available (Optional)
* @returns returnless
* @example AdvanceStance(Ped)
*/
const AdvanceStance = (Ped, AdvanceTo = undefined) => {
if (AdvanceTo) {
Cached.stance === Stances.Prone.Stomach || Cached.stance === Stances.Prone.Back ? ClearPedTasks(Ped) : undefined;
switch (AdvanceTo) {
case Stances.Idle: {
if (Cached.stance === Stances.Crouch) {
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
}
SetPedCanPlayAmbientAnims(Ped, true);
SetPedCanPlayAmbientBaseAnims(Ped, true);
Cached.stance = Stances.Idle;
return;
}
case Stances.Stealth: {
if (Cached.stance === Stances.Crouch) {
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
}
SetPedCanPlayAmbientAnims(Ped, true);
SetPedCanPlayAmbientBaseAnims(Ped, true);
Cached.stance = Stances.Stealth;
return;
}
case Stances.Crouch: {
if (Cached.stance === Stances.Prone.Stomach || Cached.stance === Stances.Prone.Back) {
ResetProneAnimation(Ped);
}
if (Cached.stance === Stances.Crouch) {
return Idle(Ped);
}
SetPedCanPlayAmbientAnims(Ped, false);
SetPedCanPlayAmbientBaseAnims(Ped, false);
Cached.stance = Stances.Crouch;
return;
}
}
} else {
switch (Cached.stance) {
case Stances.Idle: {
SetPedCanPlayAmbientAnims(Ped, true);
SetPedCanPlayAmbientBaseAnims(Ped, true);
Cached.stance = Stances.Stealth;
return;
}
case Stances.Stealth: {
SetPedCanPlayAmbientAnims(Ped, false);
SetPedCanPlayAmbientBaseAnims(Ped, false);
Cached.stance = Stances.Idle;
return;
}
case Stances.Crouch: {
SetPedCanPlayAmbientAnims(Ped, true);
SetPedCanPlayAmbientBaseAnims(Ped, true);
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
Cached.stance = Stances.Stealth;
return;
}
}
}
};
/**
* @name ResetProneAnimation
* @description Resets the players' ped animation, this is basically being called after in every stance except the prone stance in case the prone animation get bugged.. from experience :/
* @param {*} Ped The players' ped
* @returns returnless
* @example ResetProneAnimation(Ped)
*/
const ResetProneAnimation = Ped => {
if (IsEntityPlayingAnim(Ped, 'move_jump', 'dive_start_run', 3)) {
StopAnimTask(Ped, 'move_jump', 'dive_start_run', 0.0);
}
const animationList = ['onfront_fwd', 'onfront_bwd', 'onback_fwd', 'onback_bwd'];
for (const animation in animationList) {
if (IsEntityPlayingAnim(Ped, 'move_crawl', animation, 3)) {
StopAnimTask(Ped, 'move_crawl', animation, 0.0);
}
}
};
/**
* @name CheckInterference
* @description Checks the ped's current status and determine if there is an interference happening
* @param {*} Ped The players' ped
* @returns {boolean} True/False
* @example CheckInterference(Ped)
*/
const CheckInterference = Ped => {
if (IsPedCuffed(Ped) || IsPedUsingAnyScenario(Ped) || IsEntityPlayingAnim(Ped, 'mp_arresting', 'idle', 3) ||
IsEntityPlayingAnim(Ped, 'random@mugging3', 'handsup_standing_base', 3) || IsEntityPlayingAnim(Ped, 'random@arrests@busted', 'idle_a', 3) ||
IsPedInAnyVehicle(Ped, false) || IsEntityInWater(Ped) || IsPedSwimming(Ped) || IsPedSwimmingUnderWater(Ped) || GetVehiclePedIsTryingToEnter(Ped) !== 0 ||
IsPedDeadOrDying(Ped) || !IsPedOnFoot(Ped)) {
return true;
} else {
return false;
}
};
/**
* @name Idle
* @description Sets the players' ped stance to Idle
* @param {*} Ped The players' ped
* @returns returnless
* @example Idle(Ped)
*/
const Idle = (Ped) => {
switch (Cached.stance) {
case Stances.Crouch:
{
ResetPedMovementClipset(Ped, 1);
ResetPedStrafeClipset(Ped);
SetPedCanPlayAmbientAnims(Ped, true);
SetPedCanPlayAmbientBaseAnims(Ped, true);
Cached.stance = Stances.Idle;
break;
}
case Stances.Stealth:
{
Cached.stance = Stances.Idle;
break;
}
case Stances.Prone.Stomach:
case Stances.Prone.Back:
{
ResetProneAnimation(Ped);
SetEntityInvincible(Ped, true);// Going ragdoll while prone has a small chance of inflicting dmg to ped, this should prevent that, this is reverted in line No.
SetPedToRagdoll(Ped, 1, 1, 2);
setTimeout(() => SetEntityInvincible(Ped, false), Timers.ProneToIdleInvincibility);
Cached.stance = Stances.Idle;
break;
}
}
};
/**
* @name Prone
* @description Sets the players' ped stance to prone
* @param {*} Ped The players' ped
* @returns returnless
* @example Prone(Ped)
*/
const Prone = (Ped) => {
if (Cached.stance === Stances.Prone.Stomach || Cached.stance === Stances.Prone.Back) return Idle(Ped);
Cached.Prone._previousState = Cached.stance;
Cached.Prone._lastProneAt = GetGameTimer();
Cached.Prone._previousWeapon = GetHashKey(GetCurrentPedWeapon(Ped, true));
Cached.stance = Stances.Prone.Stomach;
SetPedStealthMovement(Ped, false, 0);
let _DiveInterferInterval;
if (IsPedRunning(Ped) || IsPedSprinting(Ped)) {
ClearPedTasks(Ped);
Cached.Prone._isDiveInProgree = true;
TaskPlayAnim(Ped, 'move_jump', 'dive_start_run', 8.0, -8.0, -1, 0, 0.0, 0, 0, 0);
/**
* This prevents force prone stance if the dive was canceled midway
* which will lead to a bugged ped stuck in prone stnace unable to move or cancel
* this interval is cleared later in line No.352 [clearInterval(_DiveInterferInterval)] to spare preformance
*/
_DiveInterferInterval = setInterval(() => {
if (Cached.stance === Stances.Prone.Stomach ||
Cached.stance === Stances.Prone.Back) {
if (IsPedRagdoll(Ped)) {
ClearPedTasksImmediately(Ped);
Idle(Ped);
Cached.stance = Stances.Idle;
}
}
}, 5);
setTimeout(() => {
Cached.Prone._isDiveInProgree = false;
}, Timers.ProneTransition);
}
setTimeout(() => {
clearInterval(_DiveInterferInterval); // Clearing the interval in line No.336
if (Cached.stance === Stances.Prone.Stomach || Cached.stance === Stances.Prone.Back) {
if (IsPedRagdoll(Ped)) {
return Cached.stance = Stances.Idle;
} else if (IsPedArmed(Ped, 4)) {
if (Config.FireInProne) {
return TaskAimGunScripted(Ped, GetHashKey('SCRIPTED_GUN_TASK_PLANE_WING'), true, true); // This is the same animation when Trevor was on the plane wing and shooting in Singleplayer
} else {
emit('chat:addMessage', { args: Config.Messages.NoFireInProne });
}
}
const [pX, pY, pZ] = GetEntityCoords(Ped);
const [rX, rY, rZ] = GetEntityRotation(Ped, 0);
const animStartTime = 1;
const animFlags = 2; // ANIM_FLAG_STOP_LAST_FRAME
TaskPlayAnimAdvanced(Ped, 'move_crawl', 'onfront_fwd', pX, pY, pZ, rX, rY, rZ, 8, -8, -1, animFlags, animStartTime, 2, 0);
}
}, Cached.Prone._isDiveInProgree ? Timers.ProneTransition : 0);
};
/**
* @name ProneFlip
* @description Flip players' ped whilst in prone stance to crawl on stomach or back
* @param {*} Ped The players' ped
* @returns returnless
* @example ProneFlip(Ped)
*/
const ProneFlip = (Ped) => {
if (Cached.Prone._isDiveInProgree) return;
if (Cached.stance !== Stances.Prone.Stomach && Cached.stance !== Stances.Prone.Back) return console.log('not prone!');
if (Cached.Prone._lastProneAt >= GetGameTimer() - Timers.DelayToFlip) return;
if (Cached.Prone._lastBodyFlipAt >= GetGameTimer() - Timers.DelayToNextFlip) return;
Cached.Prone._lastBodyFlipAt = GetGameTimer();
console.log(`Cached.stance: ${Cached.stance}`);
console.log(`Cached.Prone._previousState: ${Cached.Prone._previousState}`);
if (Cached.stance !== Cached.Prone._previousState) {
SetEntityHeading(Ped, GetEntityHeading(Ped) + 180); // Rotating 180 degrees
Cached.Prone._previousState = Cached.stance;
}
Cached.stance = Cached.stance === Stances.Prone.Stomach ? Stances.Prone.Back : Stances.Prone.Stomach;
UpdateProne(Ped);
};
/**
* @name UpdateProne
* @description Handles changes to the prone stnace like; weapon change, start/stop aiming, and flipping on stomach/back
* @param {*} Ped The players' ped
* @returns returnless
* @example UpdateProne(Ped)
*/
const UpdateProne = (Ped) => {
const animName = Cached.stance === Stances.Prone.Stomach ? 'onfront_fwd' : 'onback_fwd';
const [pX, pY, pZ] = GetEntityCoords(Ped);
const [rX, rY, rZ] = GetEntityRotation(Ped, 0);
const animStartTime = 1;
const animFlags = 2; // ANIM_FLAG_STOP_LAST_FRAME
StopAnimTask(Ped, 'move_crawl', animName, 0.0);
TaskPlayAnimAdvanced(Ped, 'move_crawl', animName, pX, pY, pZ, rX, rY, rZ, 8, -8, -1, animFlags, animStartTime, 2, 0);
};
/**
* @name HandleProneWeaponChange
* @description Handles weapons changes... self-explanatory
* @param {*} Ped The players' ped
* @returns returnless
* @example HandleProneWeaponChange(Ped)
*/
const HandleProneWeaponChange = (Ped) => {
const currentWeapon = GetHashKey(GetCurrentPedWeapon(Ped, true));
if (Cached.Prone._previousWeapon !== currentWeapon) {
Cached.Prone._previousWeapon = currentWeapon;
UpdateProne(Ped);
}
};
/**
* @name HandleProneMovement
* @description Handles the players' movements in the prone stnace
* @param {*} Ped The players' ped
* @returns returnless
* @example HandleProneWeaponChange(Ped)
*/
const HandleProneMovement = (Ped) => {
if (IsControlJustPressed(2, Config.Controls.Backward) || IsControlJustPressed(2, Config.Controls.Forward)) {
Cached.Prone._lastKeyPressAt = GetGameTimer();
if (!Cached.Prone._isCrawlInProgress) {
Crawl(Ped, IsControlJustPressed(2, Config.Controls.Forward) ? Movements.Forward : Movements.Backward);
}
} else if (IsControlPressed(2, Config.Controls.Backward) || IsControlPressed(2, Config.Controls.Forward)) {
if (Cached.Prone._lastKeyPressAt >= GetGameTimer() - Cached.Prone._debounceTime) return; // (Cached.Prone._debounceTime) is checked
Cached.Prone._lastKeyPressAt = GetGameTimer();
if (!Cached.Prone._isCrawlInProgress) {
Crawl(Ped, IsControlPressed(2, Config.Controls.Forward) ? Movements.Forward : Movements.Backward);
}
}
if (IsControlJustPressed(2, Config.Controls.Left) || IsControlJustPressed(2, Config.Controls.Right)) {
Cached.Prone._debounceTime = 100; // This is used to determine how fast you should be crawling while turning left/right
Cached.Prone._lastLeftRightPressAt = GetGameTimer();
SetEntityHeading(Ped, IsControlJustPressed(2, Config.Controls.Left) ? GetEntityHeading(Ped) - 2 : GetEntityHeading(Ped) + 2);
} else if (IsControlPressed(2, Config.Controls.Left) || IsControlPressed(2, Config.Controls.Right)) {
Cached.Prone._debounceTime = 10; // This is used to determine how fast you should be crawling while turning left/right
Cached.Prone._lastLeftRightPressAt = GetGameTimer();
SetEntityHeading(Ped, IsControlPressed(2, Config.Controls.Left) ? GetEntityHeading(Ped) - 0.75 : GetEntityHeading(Ped) + 0.75);
}
};
/**
* @name Crawl
* @description Handles the players' movements in the prone stnace
* @param {*} Ped The players' ped
* @param {*} Direction The players' ped
* @returns returnless
* @example Crawl(Ped, Movements.Forward)
*/
const Crawl = (Ped, Direction) => {
if (Cached.Prone._isCrawlInProgress) return;
Cached.Prone._isCrawlInProgress = true;
const proneStateStr = Cached.stance === Stances.Prone.Stomach ? 'onfront' : 'onback';
let movementStr;
if (Cached.stance === Stances.Prone.Stomach) {
movementStr = Direction === Movements.Forward ? 'fwd' : 'bwd';
} else {
movementStr = Direction === Movements.Forward ? 'bwd' : 'fwd';
}
const animStr = `${proneStateStr}_${movementStr}`;
StopAnimTask(Ped, 'move_crawl', animStr, 0.0);
TaskPlayAnim(Ped, 'move_crawl', animStr, 8, -8, -1, 2, 0);
setTimeout(() => Cached.Prone._isCrawlInProgress = false, Cached.stance === Stances.Prone.Stomach ? Timers.ForwardCrawl : Timers.BackwardCrawl);
};
/**
* @name handleProneAim
* @description Handles the weapon aim while in prone stance
* @param {*} Ped The players' ped
* @returns returnless
* @example handleProneAim(Ped)
*/
const handleProneAim = (Ped) => {
const playerIsArmed = IsPedArmed(Ped, 4);
if (playerIsArmed && Config.FireInProne && !Cached.Prone._isCrawlInProgress && !Cached.Prone._AimActive && IsControlPressed(2, Config.Controls.Aim)) {
TaskAimGunScripted(Ped, GetHashKey('SCRIPTED_GUN_TASK_PLANE_WING'), true, true); // This is the same animation when Trevor was on the plane wing and shooting in Singleplayer
if (!Cached.Prone._AimActive && Cached.stance === Stances.Prone.Back) {
const [rX, rY, rZ] = GetEntityRotation(Ped, 5);
SetEntityRotation(Ped, rX, rY, rZ + 180);
}
Cached.Prone._AimActive = true;
// TODO: Sniper overlay will not occur w/ "SCRIPTED_GUN_TASK_PLANE_WING" no matter what. #TimothyDexter (https://forum.cfx.re/u/timothy_dexter)
if (IsPedUsingSniper(Ped)) {
DisplaySniperScopeThisFrame(); // shows the reticle while using a sniper
}
} else if (playerIsArmed && IsControlJustReleased(2, Config.Controls.Aim)) {
TaskAimGunScripted(Ped, GetHashKey('SCRIPTED_GUN_TASK_PLANE_WING'), false, false);
Cached.Prone._AimActive = false;
if (Cached.stance === Stances.Prone.Back) {
const [rX, rY, rZ] = GetEntityRotation(Ped, 5);
SetEntityRotation(Ped, rX, rY, rZ + 180);
UpdateProne(Ped, Stances.Prone.Back);
}
}
};
/**
* @name IsPedUsingSniper
* @description Checks if the passed ped is using a sniper
* @param {*} Ped The players' ped
* @returns Boolean
* @example IsPedUsingSniper(Ped)
*/
const IsPedUsingSniper = (Ped) => {
const currentWeapon = GetHashKey(GetCurrentPedWeapon(Ped, true));
const snipers = [
GetHashKey('weapon_sniperrifle'),
GetHashKey('weapon_heavysniper'),
GetHashKey('weapon_heavysniper_mk2'),
GetHashKey('weapon_marksmanrifle'),
GetHashKey('weapon_marksmanrifle_mk2'),
'679988344'
];
let checkSniperResult = false;
for (const sniper in snipers) {
if (currentWeapon === parseInt(sniper)) return checkSniperResult = true;
}
return checkSniperResult;
};
// ========================================================================================================================
// EXPORTS
// SETTERS/GETTERS
// ------------------------------------------------------------------------------------------------------------------------
// MAKES SURE YOU KNOW WHAT YOU'RE DOING BEFORE YOU CHANGE ANYTHING
// ========================================================================================================================
exports('GetStance', () => Cached.stance);
exports('SetStance', Stance => AdvanceStance(Cached.ped, Stance));