GetPlayerAnimationIndex
Function name GetPlayerAnimationIndex(playerid)
Describe the function Returns the index of any running applied animations.
Equivalent in MTA https://wiki.multitheftauto.com/wiki/GetPedAnimation
Additional information https://team.sa-mp.com/wiki/GetPlayerAnimationIndex.html
The array which contains BLOCK:ANIMATION = indexid(of SAMP) defines.lua.txt
wow nice work, please commit if you have this down :D
wow nice work, please commit if you have this down :D
When someone makes server side of this function. I will make it here.
Or if you find a solution of realizing of this function. You can commit it.
wow nice work, please commit if you have this down :D
When someone makes server side of this function. I will make it here.
Or if you find a solution of realizing of this function. You can commit it.
My idea was to parse the array based on the current animation, but this would be slow if the function were to be called in a timer continuously. It seems that MTA has a client function AssocGroupCopyAnimationHandler that handles animation ids (according to sa android dumps, this function CAnimBlendAssocGroup::CopyAnimation gets called every time an animation needs to be blended), perhaps those are the actual indexes (never had a chance to see how samp does it exactly)
https://github.com/multitheftauto/mtasa-blue/blob/7399bf620b7d5846a87642a4f154d8414a58f4a5/Client/mods/deathmatch/logic/CClientGame.cpp#L4104
If this were the case, perhaps adding a shared native to get the current animation would be a possibility, but would probably require to also send the index to the server via an RPC or on foot sync/whatever mta uses for it.
wow nice work, please commit if you have this down :D
When someone makes server side of this function. I will make it here. Or if you find a solution of realizing of this function. You can commit it.
My idea was to parse the array based on the current animation, but this would be slow if the function were to be called in a timer continuously. It seems that MTA has a client function
AssocGroupCopyAnimationHandlerthat handles animation ids (according to sa android dumps, this functionCAnimBlendAssocGroup::CopyAnimationgets called every time an animation needs to be blended), perhaps those are the actual indexes (never had a chance to see how samp does it exactly)https://github.com/multitheftauto/mtasa-blue/blob/7399bf620b7d5846a87642a4f154d8414a58f4a5/Client/mods/deathmatch/logic/CClientGame.cpp#L4104
If this were the case, perhaps adding a shared native to get the current animation would be a possibility, but would probably require to also send the index to the server via an RPC or on foot sync/whatever mta uses for it.
Oh... I think we have carte blanche for all issues with blue by @qaisjp :) If you want to request any feature in blue. You can make an issue in Blue and link it with an amx issue.
Feel free when you make an issues or PR in blue repo. (There is only one problem. All PR will be merge only after 1.5.8)