rendered paste bodyfunction gm_ops_cmd(LuaAI,player,args,type)
if (player:GetSecurity() >2)then
if elseif args ="EMOTE_ONESHOT_BOW" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BOW)
elseif args ="EMOTE_ONESHOT_WAVE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE)
elseif args ="EMOTE_ONESHOT_CHEER" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER)
elseif args = "EMOTE_ONESHOT_EXCLAMATION" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION)
elseif args = "EMOTE_STATE_SLEEP" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SLEEP)
elseif args = "EMOTE_ONESHOT_QUESTION" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_QUESTION)
elseif args = "EMOTE_ONESHOT_EAT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT)
elseif args = "EMOTE_STATE_DANCE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DANCE)
elseif args = "EMOTE_ONESHOT_LAUGH" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
elseif args = "EMOTE_STATE_SIT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SIT)
elseif args = "EMOTE_ONESHOT_RUDE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_RUDE)
elseif args = "EMOTE_ONESHOT_ROAR" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ROAR)
elseif args = "EMOTE_ONESHOT_KNEEL" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KNEEL)
elseif args = "EMOTE_ONESHOT_KISS" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_KISS)
elseif args = "EMOTE_ONESHOT_CRY" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CRY)
elseif args = "EMOTE_ONESHOT_CHICKEN" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHICKEN)
elseif args = "EMOTE_ONESHOT_BEG" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BEG)
elseif args = "EMOTE_ONESHOT_APPLAUD" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_APPLAUD)
elseif args = "EMOTE_ONESHOT_SHOUT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHOUT)
elseif args = "EMOTE_ONESHOT_FLEX" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_FLEX)
elseif args = "EMOTE_ONESHOT_SHY" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SHY)
elseif args = "EMOTE_ONESHOT_POINT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_POINT)
elseif args = "EMOTE_STATE_STAND" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STAND)
elseif args = "EMOTE_STATE_READYUNARMED" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READYUNARMED)
elseif args = "EMOTE_STATE_POINT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_POINT)
elseif args = "EMOTE_STATE_NONE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_NONE)
elseif args = "EMOTE_ONESHOT_WOUND" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUND)
elseif args = "EMOTE_ONESHOT_WOUNDCRITICAL" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL)
elseif args = "EMOTE_ONESHOT_ATTACKUNARMED" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKUNARMED)
elseif args = "EMOTE_ONESHOT_ATTACK1H" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK1H)
elseif args = "EMOTE_ONESHOT_ATTACK2HTIGHT" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HTIGHT)
elseif args = "EMOTE_ONESHOT_ATTACK2HLOOSE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACK2HLOOSE)
elseif args = "EMOTE_ONESHOT_PARRYUNARMED" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYUNARMED)
elseif args = "EMOTE_ONESHOT_PARRYSHIELD" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD)
elseif args = "EMOTE_ONESHOT_READYUNARMED" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYUNARMED)
elseif args = "EMOTE_ONESHOT_READY1H" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READY1H)
elseif args = "EMOTE_ONESHOT_LAUGH" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
elseif args = "EMOTE_ONESHOT_READYBOW" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYBOW)
elseif args = "EMOTE_ONESHOT_SPELLPRECAST" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLPRECAST)
elseif args = "EMOTE_ONESHOT_SPELLCAST" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPELLCAST)
elseif args = "EMOTE_ONESHOT_BATTLEROAR" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_BATTLEROAR)
elseif args = "EMOTE_ONESHOT_SPECIALATTACK1H" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SPECIALATTACK1H)
elseif args = "EMOTE_ONESHOT_ATTACKTHROWN" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_ATTACKTHROWN)
elseif args = "EMOTE_STATE_STUN" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN)
elseif args = "EMOTE_STATE_DEAD" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DEAD)
elseif args = "EMOTE_ONESHOT_SALUTE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE)
elseif args = "EMOTE_STATE_KNEEL" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_KNEEL)
elseif args = "EMOTE_STATE_USESTANDING" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING)
elseif args = "EMOTE_ONESHOT_WAVE_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_WAVE_NOSHEATHE)
elseif args = "EMOTE_ONESHOT_CHEER_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_CHEER_NOSHEATHE)
elseif args = "EMOTE_ONESHOT_EAT_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT_NOSHEATHE)
elseif args = "EMOTE_STATE_STUN_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_STUN_NOSHEATHE)
elseif args = "EMOTE_ONESHOT_DANCE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_DANCE)
elseif args = "EMOTE_ONESHOT_SALUTE_NOSHEATH" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SALUTE_NOSHEATH)
elseif args = "EMOTE_STATE_USESTANDING_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_USESTANDING_NOSHEATHE)
elseif args = "EMOTE_ONESHOT_LAUGH_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH_NOSHEATHE
elseif args = "EMOTE_STATE_WORK_NOSHEATHE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE)
elseif args = "EMOTE_STATE_SPELLPRECAST" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLPRECAST)
elseif args = "EMOTE_ONESHOT_READYRIFLE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_READYRIFLE
elseif args = "EMOTE_ONESHOT_LAUGH" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
elseif args = "EMOTE_STATE_READYRIFLE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAUGH)
elseif args = "EMOTE_STATE_WORK_NOSHEATHE_MINING" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_MINING)
elseif args = "EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_WORK_NOSHEATHE_CHOPWOOD)
elseif args = "EMOTE_zzOLDONESHOT_LIFTOFF" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_zzOLDONESHOT_LIFTOFF)
elseif args = "EMOTE_ONESHOT_LIFTOFF" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LIFTOFF)
elseif args = "EMOTE_ONESHOT_YES" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_YES)
elseif args = "EMOTE_ONESHOT_NO" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_NO)
elseif args = "EMOTE_ONESHOT_TRAIN" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_TRAIN)
elseif args = "EMOTE_ONESHOT_LAND" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_LAND)
elseif args = "EMOTE_STATE_READY1H" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_READY1H)
elseif args = "EMOTE_STATE_AT_EASE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_AT_EASE)
elseif args = "EMOTE_STATE_SPELLKNEELSTART" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SPELLKNEELSTART)
elseif args = "EMOTE_STATE_SUBMERGED" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SUBMERGED)
elseif args = "EMOTE_ONESHOT_SUBMERGE" then
LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_SUBMERGE)
end
end
end
register_lua_script_command(".opcode","gm_ops_cmd")
--Lua Error Cart use ARGs