public override void Execute(FreneticScript.CommandSystem.CommandQueue queue, CommandEntry entry) { string animation = entry.GetArgument(queue, 1).ToUpperInvariant(); EntityTag entity = EntityTag.For(entry.GetArgumentObject(queue, 0)); if (entity == null) { queue.HandleError(entry, "Invalid entity!"); return; } PlayerTag player; if (entity.TryGetPlayer(out player)) { try { player.Internal.player.animator.sendGesture((EPlayerGesture)Enum.Parse(typeof(EPlayerGesture), animation), true); //player.Internal.player.animator.askGesture(player.Internal.playerID.steamID, (byte)((EPlayerGesture)Enum.Parse(typeof(EPlayerGesture), animation))); } catch (ArgumentException) { queue.HandleError(entry, "Invalid animation specified!"); return; } if (entry.ShouldShowGood(queue)) { entry.Good(queue, "Animated a player!"); } return; } ZombieTag zombie; if (entity.TryGetZombie(out zombie)) { int ind = animation.IndexOf('_'); string after = animation.Substring(ind + 1); animation = animation.Substring(0, ind); if (animation == "STARTLE") { ZombieManager.sendZombieStartle(zombie.Internal, (byte)IntegerTag.TryFor(after).Internal); } else if (animation == "STUN") { ZombieManager.sendZombieStun(zombie.Internal, (byte)IntegerTag.TryFor(after).Internal); } else if (animation == "ATTACK") { ZombieManager.sendZombieAttack(zombie.Internal, (byte)IntegerTag.TryFor(after).Internal); } else { queue.HandleError(entry, "Invalid animation specified!"); return; } if (entry.ShouldShowGood(queue)) { entry.Good(queue, "Animated an animal!"); } return; } AnimalTag animal; if (entity.TryGetAnimal(out animal)) { if (animation == "STARTLE") { AnimalManager.sendAnimalStartle(animal.Internal); } else if (animation == "PANIC") { AnimalManager.sendAnimalPanic(animal.Internal); } else if (animation == "ATTACK") { AnimalManager.sendAnimalAttack(animal.Internal); } else { queue.HandleError(entry, "Invalid animation specified!"); return; } if (entry.ShouldShowGood(queue)) { entry.Good(queue, "Animated an animal!"); } return; } queue.HandleError(entry, "That entity can't be animated!"); }