mirror of
https://github.com/JonnyBro/beatrun-anims.git
synced 2024-12-28 13:03:01 +05:00
Update OG animations to merged and fixed
This commit is contained in:
parent
190944b0ef
commit
a6787c81ec
12 changed files with 5 additions and 204 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -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!
|
|
@ -1,200 +0,0 @@
|
||||||
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
|
|
Loading…
Reference in a new issue