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 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 else args == "EMOTE_ONESHOT_EXCLAMATION" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EXCLAMATION) end else args == "EMOTE_STATE_SLEEP" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_SLEEP) end else args == "EMOTE_ONESHOT_QUESTION" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_QUESTION) end else args == "EMOTE_ONESHOT_EAT" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_ONESHOT_EAT) end else args == "EMOTE_STATE_DANCE" then if (player:GetSecurity() >2)then LuaAI:GetSelectedCreature():HandleEmoteCommand(EMOTE_STATE_DANCE) 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")