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https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
maybe fixed some issues in mp, need to check
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parent
0347a6f6e8
commit
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5 changed files with 50 additions and 11 deletions
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@ -10,11 +10,14 @@ BodyAnimString = "nil"
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BodyAnimMDLString = "nil"
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BodyAnimSpeed = 1
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bodyanimlastattachang = Angle(0, 0, 0)
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followplayer = true
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deleteonend = true
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lockang = false
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CamAddAng = false
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CamIgnoreAng = false
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-- local BodyAnimPos = Vector(0, 0, 0)
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-- local BodyAnimAngLerp = Angle(0, 0, 0)
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-- local DidDraw = false
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@ -24,29 +27,38 @@ local savedeyeangb = Angle(0, 0, 0)
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-- local bodylockview = false
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-- local bodyanimdone = false
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-- local holstertime = 0
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local animmodelstring = ""
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local showweapon = false
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local showvm = false
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local usefullbody = false
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local ignorez = false
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local customcycle = false
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deathanim = false
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local allowmove = false
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local allowedangchange = false
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local attach, attachId, weapontoidle = nil, nil, nil
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local smoothend = false
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local endlerp = 0
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camoffset = Vector()
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camjoint = "eyes"
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BodyAnimCrouchLerp = 1
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BodyAnimCrouchLerpZ = 0
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BodyAnimLimitEase = false
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CamShake = false
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CamShakeAng = Angle()
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CamShakeMult = 1
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local lastangy = 0
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viewtiltlerp = Angle()
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ViewTiltAngle = Angle()
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local BodyAnimStartPos = Vector()
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local view = {}
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local justremoved = false
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@ -696,8 +708,6 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
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end
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hook.Add("CreateMove", "BodyLimitMove", function(cmd)
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-- local ply = LocalPlayer()
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if IsValid(BodyAnimMDL) and not allowmove then
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cmd:ClearButtons()
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cmd:ClearMovement()
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@ -914,7 +914,6 @@ fbfunctions = {
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local defaultcamoffset = Vector()
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local playermodelbones = {"ValveBiped.Bip01_L_UpperArm", "ValveBiped.Bip01_R_UpperArm"}
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local fingers = {"ValveBiped.Bip01_L_Finger4", "ValveBiped.Bip01_L_Finger41", "ValveBiped.Bip01_L_Finger3", "ValveBiped.Bip01_L_Finger31", "ValveBiped.Bip01_L_Finger2", "ValveBiped.Bip01_L_Finger21", "ValveBiped.Bip01_L_Finger1", "ValveBiped.Bip01_L_Finger11", "ValveBiped.Bip01_R_Finger4", "ValveBiped.Bip01_R_Finger41", "ValveBiped.Bip01_R_Finger3", "ValveBiped.Bip01_R_Finger31", "ValveBiped.Bip01_R_Finger2", "ValveBiped.Bip01_R_Finger21", "ValveBiped.Bip01_R_Finger1", "ValveBiped.Bip01_R_Finger11"}
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local fingerscustom = {
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@ -1011,7 +1010,6 @@ eventsounds = {
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}
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local CharaName = "Faith"
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local CharaLen = #CharaName
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local function BodyEventSounds(anim)
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local tbl = eventsounds[anim]
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@ -1022,7 +1020,7 @@ local function BodyEventSounds(anim)
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for k, v in pairs(tbl) do
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local func = nil
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if v:Left(CharaLen) == CharaName then
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if v:Left(#CharaName) == CharaName then
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func = ply.FaithVO
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else
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func = ply.EmitSound
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@ -271,7 +271,12 @@ hook.Add("PostDrawTranslucentRenderables", "GrappleBeam", function()
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render.DrawBeam(LerpVector(ropelerp, lhandpos - ropedown, rhandpos), lhandpos, 1.5, 0, 1)
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render.DrawBeam(ropetop, lp:GetGrapplePos(), 1.5, 0, 1)
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BodyAnim:SetSequence("grapplecenter")
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-- BodyAnim:SetSequence("grapplecenter")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("grapplecenter")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('grapplecenter')")
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end
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ropelerp = math.Approach(ropelerp, 1, FrameTime() * 2)
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else
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@ -9,7 +9,13 @@ function DoJumpTurn(lookbehind)
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VMLegs:Remove()
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end
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BodyAnim:SetSequence("jumpturnfly")
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-- BodyAnim:SetSequence("jumpturnfly")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpturnfly")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpturnfly')")
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end
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BodyAnimCycle = 0
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BodyAnimSpeed = 1
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BodyLimitX = 40
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@ -39,9 +45,19 @@ function DoJumpTurnStand()
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local activewep = LocalPlayer():GetActiveWeapon()
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if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then
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BodyAnim:SetSequence("jumpturnlandstandgun")
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-- BodyAnim:SetSequence("jumpturnlandstandgun")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpturnlandstandgun")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpturnlandstandgun')")
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end
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else
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BodyAnim:SetSequence("jumpturnlandstand")
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-- BodyAnim:SetSequence("jumpturnlandstand")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpturnlandstand")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpturnlandstand')")
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end
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ParkourEvent("jumpturnlandstand", LocalPlayer(), game.SinglePlayer())
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end
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@ -17,9 +17,19 @@ local function Hardland(jt)
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end
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DoJumpTurn(jt)
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BodyAnim:SetSequence("jumpturnflyidle")
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-- BodyAnim:SetSequence("jumpturnflyidle")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpturnflyidle")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpturnflyidle')")
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end
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else
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BodyAnim:SetSequence("jumpcoilend")
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-- BodyAnim:SetSequence("jumpcoilend")
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if CLIENT and IsFirstTimePredicted() then
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BodyAnim:SetSequence("jumpcoilend")
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elseif game.SinglePlayer() then
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ply:SendLua("BodyAnim:SetSequence('jumpcoilend')")
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end
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end
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end
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end
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