Update OG animations to merged and fixed

This commit is contained in:
Jonny_Bro (Nikita) 2023-07-28 20:32:48 +05:00
parent 190944b0ef
commit a6787c81ec
12 changed files with 5 additions and 204 deletions

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@ -1,6 +1,7 @@
# Original Beatrun's animations # Original Beatrun's animations
1. Copy `SafetyRoll.lua` to `beatrun\gamemodes\beatrun\gamemode\sh` and select Replace. Here you can find original Beatrun's animations with several fixes to major bugs. Also they are merged version of `climbanim` and `mirroranim` files to be compatible with my fork.
2. Copy **everything** from `Animations` folder to `beatrun\gamemodes\beatrun\content\models` and select Replace.
I will not support them, if you found a bug in those anims I will not fix them! ## Installation
I will update Lua file in here if I update it in the main repo. 1. Copy **everything** from `Animations` folder to `beatrun\gamemodes\beatrun\content\models` and select Replace.
I will not support them anymore, if you found a bug in those anims I will not fix them!

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if game.SinglePlayer() and SERVER then
util.AddNetworkString("RollAnimSP")
end
local landang = Angle(0, 0, 0)
local function SafetyRollThink(ply, mv, cmd)
local speed = mv:GetVelocity().z
if speed <= -350 and not ply:OnGround() and not ply:GetWasOnGround() and (mv:KeyPressed(IN_SPEED) or mv:KeyPressed(IN_DUCK) or mv:KeyPressed(IN_BULLRUSH)) then
ply:SetSafetyRollKeyTime(CurTime() + 0.5)
mv:SetButtons(bit.band(mv:GetButtons(), bit.bnot(IN_DUCK)))
end
if CurTime() < ply:GetSafetyRollTime() then
ply.FootstepLand = false
local ang = ply:GetSafetyRollAng()
mv:SetSideSpeed(0)
mv:SetForwardSpeed(0)
mv:AddKey(IN_DUCK)
if ang ~= landang then
local vel = mv:GetVelocity()
vel.x = 0
vel.y = 0
mv:SetVelocity(ply:GetSafetyRollAng():Forward() * 200 + vel)
ply:SetMEMoveLimit(400)
else
mv:SetVelocity(vector_origin)
end
end
end
hook.Add("SetupMove", "SafetyRoll", SafetyRollThink)
local roll = {
followplayer = true,
animmodelstring = "climbanim",
showweapon = true,
lockang = true,
BodyAnimSpeed = 1.15,
ignorez = true,
deleteonend = true,
AnimString = "rollanim"
}
net.Receive("RollAnimSP", function()
if net.ReadBool() then
roll.AnimString = "land"
roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1
elseif net.ReadBool() then
roll.AnimString = "evaderoll"
roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1.5
else
roll.AnimString = "meroll"
roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1.15
end
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)
end)
hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
if ply:GetJumpTurn() and ply:OnGround() and mv:KeyPressed(IN_BACK) then
local ang = cmd:GetViewAngles()
ply:SetViewOffset(Vector(0, 0, 64))
ang.x = 0
ang.z = 0
ang:RotateAroundAxis(Vector(0, 0, 1), 180)
ply:SetJumpTurn(false)
ply:SetSafetyRollAng(ang)
ply:SetSafetyRollTime(CurTime() + 0.9)
roll.AnimString = "evaderoll"
roll.animmodelstring = "climbanim"
roll.usefullbody = false
if SERVER and not land then
ply:EmitSound("Cloth.Roll")
ply:EmitSound("Cloth.RollLand")
elseif CLIENT_IFTP() then
ply:EmitSound("Handsteps.ConcreteHard")
ply:EmitSound("Land.Concrete")
end
if CLIENT_IFTP() then
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)
elseif game.SinglePlayer() then
net.Start("RollAnimSP")
net.WriteBool(false)
net.WriteBool(true)
net.Send(ply)
end
end
end)
hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
local tr = {
filter = ply,
start = ply:GetPos()
}
tr.endpos = tr.start - Vector(0, 0, 150)
local out = util.TraceLine(tr)
local normal = out.HitNormal
local sang = normal:Angle()
if sang.x <= 314 and not ply:InOverdrive() and (speed >= 350 or ply:GetDive()) and speed < 800 and (CurTime() < ply:GetSafetyRollKeyTime() and not ply:GetDive() or ply:GetDive() and not ply:KeyDown(IN_DUCK)) and not ply:GetJumpTurn() and (not ply:Crouching() or ply:GetDive()) then
ply:SetCrouchJump(false)
ply:SetDive(false)
ParkourEvent("roll", ply)
local ang = ply:EyeAngles()
local land = ply:GetVelocity()
ang.x = 0
ang.z = 0
land.z = 0
if land:Length() < 200 or ply:KeyDown(IN_BACK) then
land = true
ply:SetSafetyRollAng(landang)
ply:SetSafetyRollTime(CurTime() + 0.6)
roll.AnimString = "land"
roll.animmodelstring = "climbanim"
roll.usefullbody = true
else
land = false
ply:SetSafetyRollAng(ang)
ply:SetSafetyRollTime(CurTime() + 1.05)
roll.AnimString = "meroll"
roll.animmodelstring = "climbanim"
roll.usefullbody = false
end
if SERVER and not land then
ply:EmitSound("Cloth.Roll")
ply:EmitSound("Cloth.RollLand")
elseif CLIENT_IFTP() then
ply:EmitSound("Handsteps.ConcreteHard")
ply:EmitSound("Land.Concrete")
end
if CLIENT_IFTP() then
CacheBodyAnim()
RemoveBodyAnim()
StartBodyAnim(roll)
elseif game.SinglePlayer() then
net.Start("RollAnimSP")
net.WriteBool(land)
net.WriteBool(false)
net.Send(ply)
end
end
end)
if SERVER then
local safelandents = {
br_mat = true
}
hook.Add("GetFallDamage", "SafetyRoll", function(ply, speed)
local groundent = ply:GetGroundEntity()
if IsValid(groundent) and safelandents[groundent:GetClass()] then
groundent:EmitSound("mirrorsedge/GameplayObjects/Landing_01.ogg", 80, 100 + math.random(-30, 10))
return 0
end
if speed >= 800 and not ply:InOverdrive() then
if speed < 800 and CurTime() < ply:GetSafetyRollKeyTime() and not ply:GetCrouchJump() and not ply:Crouching() then
return 0
else
return 1000
end
end
return 0
end)
end