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jim_bridge/documentation/animal_ped_support.md
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Animal Ped Support

isAnimal.lua

This module provides logic to detect if a Ped or model is an animal and classify it into specific categories (cat, dog, coyote, etc.). Useful for wildlife, animal roles, or pet systems.

At player load in, it attempts to get what kind of ped/animal you are but there are functions to double check in scripts

Alot of this is used to determine what models/animations are available

Global flags:

  • isCat, isDog, isBigDog, isSmallDog, isCoyote, isAnimal — used to store classification of the player's current ped.

  • isPedAnimal(ped?)

    • Checks if a ped is an animal based on predefined animal models.
    • Sets global isAnimal to true if matched.
    • Example:
      local isPlayerAnimal = isPedAnimal()
      local isOtherPedAnimal = isPedAnimal(GetPedInVehicleSeat(vehicle, -1))
      
  • isCat(ped)

    • Returns true if the ped model matches a cat.
    • Example:
      if isCat() then print("You're a cat!") end
      
  • isDog(ped)

    • Returns two values:
      • true, true — if ped is a big dog
      • true, false — if ped is a small dog
      • false, nil — if not a dog
    • Example:
      local isDog, isBig = isDog()
      if isDog then print(isBig and "Big Dog" or "Small Dog") end
      
  • getAnimalModels()

    • Returns a flat list of all registered animal model hashes.
    • Can be used to check ped models against
    • Example:
      for _, model in pairs(getAnimalModels()) do print(model) end
      
  • getAnimalAnims(ped)

    • Returns the animation set defined for the given animal model.
    • Example:
      local anims = getAnimalAnims(PlayerPedId())
      if anims then playAnim(anims.sitDict, anims.sitAnim) end