--[[ © 2011 CloudSixteen.com do not share, re-distribute or modify without permission of its author (kurozael@gmail.com). --]] local PLUGIN = PLUGIN; COMMAND = openAura.command:New(); COMMAND.tip = "Put your character into a threatening stance."; COMMAND.text = "[bool ArmsCrossed]" COMMAND.flags = CMD_DEFAULT; COMMAND.optionalArguments = 1; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local position = player:GetPos(); if (modelClass == "civilProtection") then local forcedAnimation = player:GetForcedAnimation(); local animation = "plazathreat1"; if ( openAura:ToBool( arguments[1] ) ) then animation = "plazathreat2"; end; if ( forcedAnimation and (forcedAnimation.animation == "plazathreat1" or forcedAnimation.animation == "plazathreat2") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); elseif ( player:IsOnGround() or IsValid( player:GetGroundEntity() ) ) then player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); player:SetForcedAnimation(animation, 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); else openAura.player:Notify(player, "You must be standing on the ground!"); end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimThreat"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character motion to something in a direction."; COMMAND.text = ""; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2.5; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local action = string.lower(arguments[1] or ""); if (modelClass == "civilProtection") then local forcedAnimation = player:GetForcedAnimation(); local animation = "luggage"; if (action == "left") then animation = "motionleft"; elseif (action == "right") then animation = "motionright"; end; if ( forcedAnimation and PLUGIN.stances[forcedAnimation.animation] ) then openAura.player:Notify(player, "You don't have permission to do this right now!"); else player:SetForcedAnimation(animation, 2.5); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimMotion"); if (CLIENT) then openAura.quickmenu:AddCommand( string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name, {"Left", "Right", "Behind"} ); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character stick his hand out to deny access."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); if (modelClass == "civilProtection") then local forcedAnimation = player:GetForcedAnimation(); if ( forcedAnimation and PLUGIN.stances[forcedAnimation.animation] ) then openAura.player:Notify(player, "You don't have permission to do this right now!"); else player:SetForcedAnimation("harassfront2", 1.5); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimDeny"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character cheer in happiness."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2.5; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); if ( forcedAnimation and PLUGIN.stances[forcedAnimation.animation] ) then openAura.player:Notify(player, "You don't have permission to do this right now!"); else if (modelClass == "femaleHuman" or math.random(1, 2) == 1) then player:SetForcedAnimation("cheer1", 2); else player:SetForcedAnimation("cheer2", 2); end; player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimCheer"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character wave at another character."; COMMAND.text = "[string Close|Normal]"; COMMAND.flags = CMD_DEFAULT; COMMAND.optionalArguments = 1; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2.5; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); local action = string.lower(arguments[1] or ""); if ( forcedAnimation and PLUGIN.stances[forcedAnimation.animation] ) then openAura.player:Notify(player, "You don't have permission to do this right now!"); else if (action == "close") then player:SetForcedAnimation("wave_close", 2); else player:SetForcedAnimation("wave", 2); end; player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimWave"); if (CLIENT) then openAura.quickmenu:AddCommand( string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name, {"Close", "Normal"} ); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character pant up against a wall."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local eyePos = player:EyePos(); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); local angles = player:GetAngles():Forward(); if ( forcedAnimation and (forcedAnimation.animation == "d2_coast03_postbattle_idle01" or forcedAnimation.animation == "d2_coast03_postbattle_idle01_entry") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local traceLine = util.TraceLine( { start = eyePos, endpos = eyePos + (angles * 18), filter = player } ); if (traceLine.Hit) then player:SetForcedAnimation("d2_coast03_postbattle_idle01_entry", 1.5, nil, function(player) player:SetForcedAnimation("d2_coast03_postbattle_idle01", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); end); player:SnapEyeAngles( traceLine.HitNormal:Angle() + Angle(0, 180, 0) ); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); else openAura.player:Notify(player, "You must be facing, and near a wall!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimPantWall"); if (CLIENT) then openAura.quickmenu:AddCommand("Pant Wall", "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character look out of a window."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local eyePos = player:EyePos(); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); local angles = player:GetAngles():Forward(); if ( forcedAnimation and (forcedAnimation.animation == "d1_t03_tenements_look_out_window_idle" or forcedAnimation.animation == "d1_t03_lookoutwindow") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local traceLine = util.TraceLine( { start = eyePos, endpos = eyePos + (angles * 18), filter = player } ); if (traceLine.Hit) then if (modelClass == "maleHuman") then player:SetForcedAnimation("d1_t03_tenements_look_out_window_idle", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); else player:SetForcedAnimation("d1_t03_lookoutwindow", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); end; player:SnapEyeAngles( traceLine.HitNormal:Angle() + Angle(0, 180, 0) ); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); else openAura.player:Notify(player, "You must be facing, and near a wall!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimWindow"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Put your character into a panting stance."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local position = player:GetPos(); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); if ( forcedAnimation and (forcedAnimation.animation == "d2_coast03_postbattle_idle02" or forcedAnimation.animation == "d2_coast03_postbattle_idle02_entry") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); elseif ( player:IsOnGround() or IsValid( player:GetGroundEntity() ) ) then player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); player:SetForcedAnimation("d2_coast03_postbattle_idle02_entry", 1.5, nil, function(player) player:SetForcedAnimation("d2_coast03_postbattle_idle02", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); end); else openAura.player:Notify(player, "You must be standing on the ground!"); end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimPant"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character sit on the ground."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local position = player:GetPos(); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); if ( forcedAnimation and (forcedAnimation.animation == "sit_ground" or forcedAnimation.animation == "idle_to_sit_ground" or forcedAnimation.animation == "sit_ground_to_idle") ) then player:SetForcedAnimation(false); player:SetForcedAnimation("sit_ground_to_idle", 2, nil, function(player) PLUGIN:MakePlayerExitStance(player); end); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); elseif ( player:IsOnGround() or IsValid( player:GetGroundEntity() ) ) then player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); player:SetForcedAnimation("idle_to_sit_ground", 2, nil, function(player) player:SetForcedAnimation("sit_ground", 0, nil, function() local forcedAnimation = player:GetForcedAnimation(); if (!forcedAnimation or forcedAnimation.animation != "sit_ground_to_idle") then PLUGIN:MakePlayerExitStance(player); end; end); end); else openAura.player:Notify(player, "You must be standing on the ground!"); end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimSit"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character sit back up against a wall."; COMMAND.flags = CMD_DEFAULT; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local position = player:GetPos() + Vector(0, 0, 16); local angles = player:GetAngles():Forward(); if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); if (forcedAnimation and forcedAnimation.animation == "plazaidle4") then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local traceLine = util.TraceLine( { start = position, endpos = position + (angles * -20), filter = player } ); if (traceLine.Hit) then player.previousPosition = player:GetPos(); player:SetPos( player:GetPos() + (angles * 4) ); player:SnapEyeAngles( traceLine.HitNormal:Angle() ); player:SetForcedAnimation("plazaidle4", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); else openAura.player:Notify(player, "You must be facing away from, and near a wall!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimSitWall"); if (CLIENT) then openAura.quickmenu:AddCommand("Sit Wall", "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Put your character into an idle stance."; COMMAND.text = "[bool ArmsCrossed]"; COMMAND.flags = CMD_DEFAULT; COMMAND.optionalArguments = 1; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; if (modelClass == "maleHuman" or modelClass == "femaleHuman") then local forcedAnimation = player:GetForcedAnimation(); if ( forcedAnimation and string.find(forcedAnimation.animation, "lineidle") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local animation = nil; if ( openAura:ToBool( arguments[1] ) ) then if (modelClass == "maleHuman") then animation = "lineidle02"; else animation = "lineidle01"; end; else if (modelClass == "femaleHuman") then animation = "lineidle0"..math.random(1, 2); else animation = "lineidle04"; end; end; if ( player:IsOnGround() or IsValid( player:GetGroundEntity() ) ) then player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); player:SetForcedAnimation(animation, 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); else openAura.player:Notify(player, "You must be standing on the ground!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimIdle"); if (CLIENT) then openAura.quickmenu:AddCommand(string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character lean back up against a wall."; COMMAND.text = "[string ArmsBack|ArmsDown]"; COMMAND.flags = CMD_DEFAULT; COMMAND.optionalArguments = 1; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local eyePos = player:EyePos(); if (modelClass == "maleHuman" or modelClass == "femaleHuman" or modelClass == "civilProtection") then local forcedAnimation = player:GetForcedAnimation(); local action = string.lower(arguments[1] or ""); if ( forcedAnimation and (forcedAnimation.animation == "lean_back" or forcedAnimation.animation == "plazaidle1" or forcedAnimation.animation == "plazaidle2" or forcedAnimation.animation == "idle_baton") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation.animation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local animation = "lean_back"; local traceLine = util.TraceLine( { start = eyePos, endpos = eyePos + (player:GetAngles():Forward() * -20), filter = player } ); if (modelClass != "civilProtection") then if (action == "armsback") then animation = "plazaidle2"; elseif (action == "armsdown") then animation = "plazaidle1"; end; else animation = "idle_baton"; end; if (traceLine.Hit) then player:SetSharedVar("stance", true); player:SnapEyeAngles( traceLine.HitNormal:Angle() ); player:SetForcedAnimation(animation, 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", true ); else openAura.player:Notify(player, "You must be facing away from, and near a wall!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimLean"); if (CLIENT) then openAura.quickmenu:AddCommand( string.gsub(COMMAND.name, "Anim", ""), "Emotes", COMMAND.name, { {"Arms Back", "ArmsBack"}, {"Arms Down", "ArmsDown"}, "Normal"} ); end; COMMAND = openAura.command:New(); COMMAND.tip = "Make your character put their hands up against the wall."; COMMAND.text = "[bool HandsUp]"; COMMAND.flags = CMD_DEFAULT; COMMAND.optionalArguments = 1; -- Called when the command has been run. function COMMAND:OnRun(player, arguments) local curTime = CurTime(); if (!player.nextStanceOrGesture or curTime >= player.nextStanceOrGesture) then player.nextStanceOrGesture = curTime + 2; local modelClass = openAura.animation:GetModelClass( player:GetModel() ); local eyePos = player:EyePos(); if (modelClass == "maleHuman") then local forcedAnimation = player:GetForcedAnimation(); local angles = player:GetAngles():Forward(); if ( forcedAnimation and (forcedAnimation.animation == "spreadwallidle" or forcedAnimation.animation == "apcarrestidle") ) then PLUGIN:MakePlayerExitStance(player); elseif ( !forcedAnimation or !PLUGIN.stances[forcedAnimation] ) then if ( player:Crouching() ) then openAura.player:Notify(player, "You cannot do this while you are crouching!"); else local traceLine = util.TraceLine( { start = eyePos, endpos = eyePos + (angles * 18), filter = player } ); if (traceLine.Hit) then player.previousPosition = player:GetPos(); if ( !openAura:ToBool( arguments[1] ) ) then player:SetPos( player:GetPos() + (angles * -24) ); player:SetForcedAnimation("apcarrestidle", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); else player:SetPos( player:GetPos() + (angles * 14) ); player:SetForcedAnimation("spreadwallidle", 0, nil, function() PLUGIN:MakePlayerExitStance(player); end); end; player:SnapEyeAngles( traceLine.HitNormal:Angle() + Angle(0, 180, 0) ); player:SetSharedVar( "stancePosition", player:GetPos() ); player:SetSharedVar( "stanceAngles", player:GetAngles() ); player:SetSharedVar( "stanceIdle", false ); else openAura.player:Notify(player, "You must be facing, and near a wall!"); end; end; end; else openAura.player:Notify(player, "The model that you are using cannot perform this action!"); end; else openAura.player:Notify(player, "You cannot do another stance or gesture yet!"); end; end; openAura.command:Register(COMMAND, "AnimATW"); if (CLIENT) then openAura.quickmenu:AddCommand("Face Wall", "Emotes", COMMAND.name); end;