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refactor(client/progressbar): better animation cancelling (#208)
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@@ -68,12 +68,8 @@ local function startProgress(data)
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TaskPlayAnim(cache.ped, data.anim.dict, data.anim.clip, data.anim.blendIn or 3.0, data.anim.blendOut or 1.0, data.anim.duration or -1, data.anim.flag or 49, data.anim.playbackRate or 0, data.anim.lockX, data.anim.lockY, data.anim.lockZ)
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TaskPlayAnim(cache.ped, data.anim.dict, data.anim.clip, data.anim.blendIn or 3.0, data.anim.blendOut or 1.0, data.anim.duration or -1, data.anim.flag or 49, data.anim.playbackRate or 0, data.anim.lockX, data.anim.lockY, data.anim.lockZ)
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RemoveAnimDict(data.anim.dict)
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RemoveAnimDict(data.anim.dict)
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data.anim = true
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elseif data.anim.scenario then
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elseif data.anim.scenario then
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TaskStartScenarioInPlace(cache.ped, data.anim.scenario, 0, data.anim.playEnter ~= nil and data.anim.playEnter or true)
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TaskStartScenarioInPlace(cache.ped, data.anim.scenario, 0, data.anim.playEnter ~= nil and data.anim.playEnter or true)
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data.anim = true
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end
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end
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end
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end
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@@ -129,10 +125,6 @@ local function startProgress(data)
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Wait(0)
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Wait(0)
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end
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end
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if data.anim then
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ClearPedTasks(cache.ped)
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end
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if data.prop then
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if data.prop then
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local n = #data.prop
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local n = #data.prop
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for i = 1, n > 0 and n or 1 do
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for i = 1, n > 0 and n or 1 do
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@@ -144,6 +136,13 @@ local function startProgress(data)
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end
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end
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end
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end
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if data.anim then
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StopAnimTask(cache.ped, data.anim.dict, data.anim.clip, 1.0)
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Wait(0) -- This is needed here otherwise the StopAnimTask is cancelled
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elseif data.anim.scenario then
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ClearPedTasks(cache.ped)
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end
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playerState.invBusy = false
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playerState.invBusy = false
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local cancel = progress == false
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local cancel = progress == false
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progress = nil
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progress = nil
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