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- local weapons = {
- 'WEAPON_KNIFE',
- 'WEAPON_NIGHTSTICK',
- 'WEAPON_HAMMER',
- 'WEAPON_BAT',
- 'WEAPON_GOLFCLUB',
- 'WEAPON_CROWBAR',
- 'WEAPON_BOTTLE',
- 'WEAPON_DAGGER',
- 'WEAPON_HATCHET',
- 'WEAPON_MACHETE',
- 'WEAPON_SWITCHBLADE',
- 'WEAPON_BATTLEAXE',
- 'WEAPON_POOLCUE',
- 'WEAPON_WRENCH',
- 'WEAPON_PISTOL',
- 'WEAPON_COMBATPISTOL',
- 'WEAPON_APPISTOL',
- 'WEAPON_PISTOL50',
- 'WEAPON_REVOLVER',
- 'WEAPON_SNSPISTOL',
- 'WEAPON_HEAVYPISTOL',
- 'WEAPON_VINTAGEPISTOL',
- 'WEAPON_MICROSMG',
- 'WEAPON_SMG',
- 'WEAPON_ASSAULTSMG',
- 'WEAPON_MINISMG',
- 'WEAPON_MACHINEPISTOL',
- 'WEAPON_COMBATPDW',
- 'WEAPON_PUMPSHOTGUN',
- 'WEAPON_SAWNOFFSHOTGUN',
- 'WEAPON_ASSAULTSHOTGUN',
- 'WEAPON_BULLPUPSHOTGUN',
- 'WEAPON_HEAVYSHOTGUN',
- 'WEAPON_ASSAULTRIFLE',
- 'WEAPON_CARBINERIFLE',
- 'WEAPON_ADVANCEDRIFLE',
- 'WEAPON_SPECIALCARBINE',
- 'WEAPON_BULLPUPRIFLE',
- 'WEAPON_COMPACTRIFLE',
- 'WEAPON_MG',
- 'WEAPON_COMBATMG',
- 'WEAPON_GUSENBERG',
- 'WEAPON_SNIPERRIFLE',
- 'WEAPON_HEAVYSNIPER',
- 'WEAPON_MARKSMANRIFLE',
- 'WEAPON_GRENADELAUNCHER',
- 'WEAPON_RPG',
- 'WEAPON_STINGER',
- 'WEAPON_MINIGUN',
- 'WEAPON_GRENADE',
- 'WEAPON_STICKYBOMB',
- 'WEAPON_SMOKEGRENADE',
- 'WEAPON_BZGAS',
- 'WEAPON_MOLOTOV',
- 'WEAPON_DIGISCANNER',
- 'WEAPON_FIREWORK',
- 'WEAPON_MUSKET',
- 'WEAPON_STUNGUN',
- 'WEAPON_HOMINGLAUNCHER',
- 'WEAPON_PROXMINE',
- 'WEAPON_FLAREGUN',
- 'WEAPON_MARKSMANPISTOL',
- 'WEAPON_RAILGUN',
- 'WEAPON_DBSHOTGUN',
- 'WEAPON_AUTOSHOTGUN',
- 'WEAPON_COMPACTLAUNCHER',
- 'WEAPON_PIPEBOMB',
- 'WEAPON_DOUBLEACTION',
- }
- local holstered = true
- local canfire = true
- local currWeapon = nil
- Citizen.CreateThread(function()
- while true do
- Citizen.Wait(0)
- if DoesEntityExist( GetPlayerPed(-1) ) and not IsEntityDead( GetPlayerPed(-1) ) and not IsPedInAnyVehicle(PlayerPedId(-1), true) then
- if currWeapon ~= GetSelectedPedWeapon(GetPlayerPed(-1)) then
- pos = GetEntityCoords(GetPlayerPed(-1), true)
- rot = GetEntityHeading(GetPlayerPed(-1))
- local newWeap = GetSelectedPedWeapon(GetPlayerPed(-1))
- SetCurrentPedWeapon(GetPlayerPed(-1), currWeapon, true)
- loadAnimDict( "reaction@intimidation@1h" )
- if CheckWeapon(newWeap) then
- if holstered then
- print(1)
- canFire = false
- TaskPlayAnimAdvanced(GetPlayerPed(-1), "reaction@intimidation@1h", "intro", GetEntityCoords(GetPlayerPed(-1), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
- Citizen.Wait(1000)
- SetCurrentPedWeapon(GetPlayerPed(-1), newWeap, true)
- currWeapon = newWeap
- Citizen.Wait(2000)
- ClearPedTasks(GetPlayerPed(-1))
- holstered = false
- canFire = true
- elseif newWeap ~= currWeapon then
- canFire = false
- TaskPlayAnimAdvanced(GetPlayerPed(-1), "reaction@intimidation@1h", "outro", GetEntityCoords(GetPlayerPed(-1), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
- Citizen.Wait(1600)
- SetCurrentPedWeapon(GetPlayerPed(-1), GetHashKey('WEAPON_UNARMED'), true)
- --ClearPedTasks(GetPlayerPed(-1))
- TaskPlayAnimAdvanced(GetPlayerPed(-1), "reaction@intimidation@1h", "intro", GetEntityCoords(GetPlayerPed(-1), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
- Citizen.Wait(1000)
- SetCurrentPedWeapon(GetPlayerPed(-1), newWeap, true)
- currWeapon = newWeap
- Citizen.Wait(2000)
- ClearPedTasks(GetPlayerPed(-1))
- holstered = false
- canFire = true
- end
- else
- if not holstered and CheckWeapon(currWeapon) then
- print(3)
- canFire = false
- TaskPlayAnimAdvanced(GetPlayerPed(-1), "reaction@intimidation@1h", "outro", GetEntityCoords(GetPlayerPed(-1), true), 0, 0, rot, 8.0, 3.0, -1, 50, 0, 0, 0)
- Citizen.Wait(1600)
- SetCurrentPedWeapon(GetPlayerPed(-1), GetHashKey('WEAPON_UNARMED'), true)
- ClearPedTasks(GetPlayerPed(-1))
- SetCurrentPedWeapon(GetPlayerPed(-1), newWeap, true)
- holstered = true
- canFire = true
- currWeapon = newWeap
- else
- print(4)
- SetCurrentPedWeapon(GetPlayerPed(-1), newWeap, true)
- holstered = false
- canFire = true
- currWeapon = newWeap
- end
- end
- end
- end
- end
- end)
- Citizen.CreateThread(function()
- while true do
- Citizen.Wait(0)
- if not canFire then
- DisableControlAction(0, 25, true)
- DisablePlayerFiring(GetPlayerPed(-1), true)
- end
- end
- end)
- function CheckWeapon(newWeap)
- for i = 1, #weapons do
- if GetHashKey(weapons[i]) == newWeap then
- return true
- end
- end
- return false
- end
- function loadAnimDict(dict)
- while (not HasAnimDictLoaded(dict)) do
- RequestAnimDict(dict)
- Citizen.Wait(5)
- end
- end
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