function Gm_ops_cmd(LuaAI,player,args,type)
if args == "EMOTE_ONESHOT_BOW" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BOW)
end
end
else
args == "EMOTE_ONESHOT_WAVE" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE)
end
else
args == "EMOTE_ONESHOT_CHEER" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER)
end
end
else
args == "EMOTE_ONESHOT_EXCLAMATION" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION)
end
end
else
args == "EMOTE_STATE_SLEEP" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SLEEP)
end
end
else
args == "EMOTE_ONESHOT_QUESTION" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_QUESTION)
end
end
else
args == "EMOTE_ONESHOT_EAT" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT)
end
end
else
args == "EMOTE_STATE_DANCE" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DANCE)
end
end
else
args == "EMOTE_ONESHOT_LAUGH" then
if (player:GetSecurity() >2)then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
end
end
end
register_lua_script_command(".opcode","GM_Ops_cmd")