mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
swimming anims!!! (kinda bad implementation tho) + anims update
This commit is contained in:
parent
159747614c
commit
169aa9c694
16 changed files with 32 additions and 3 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.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -110,7 +110,12 @@ fbanims = {
|
|||
walkbalancefalloffright = true,
|
||||
meleeairstill = true,
|
||||
swingjumpoff = true,
|
||||
snatchscar = true
|
||||
snatchscar = true,
|
||||
water_swimfwd = true,
|
||||
water_swimright = true,
|
||||
water_swimleft = true,
|
||||
water_swimback = true,
|
||||
water_float = true
|
||||
}
|
||||
|
||||
local jumpanims = {
|
||||
|
@ -443,7 +448,12 @@ local worldarm = {
|
|||
ladderclimbhangstart = true,
|
||||
snatchscar = true,
|
||||
jumpcoil = true,
|
||||
jumpturnlandidle = true
|
||||
jumpturnlandidle = true,
|
||||
water_swimfwd = true,
|
||||
water_swimright = true,
|
||||
water_swimleft = true,
|
||||
water_swimback = true,
|
||||
water_float = true
|
||||
}
|
||||
|
||||
local ignorezarm = {
|
||||
|
@ -453,7 +463,12 @@ local ignorezarm = {
|
|||
hangfoldedheaveup = true,
|
||||
wallrunverticalstart = true,
|
||||
diestandlong = true,
|
||||
vaultontohigh = true
|
||||
vaultontohigh = true,
|
||||
water_swimfwd = true,
|
||||
water_swimright = true,
|
||||
water_swimleft = true,
|
||||
water_swimback = true,
|
||||
water_float = true
|
||||
}
|
||||
|
||||
local nocyclereset = {
|
||||
|
@ -1452,6 +1467,20 @@ local function JumpThink()
|
|||
local moving = ply:KeyDown(IN_FORWARD) or ply:KeyDown(IN_MOVELEFT) or ply:KeyDown(IN_MOVERIGHT)
|
||||
local back = ply:KeyDown(IN_BACK)
|
||||
|
||||
if ply:WaterLevel() > 0 then
|
||||
BodyAnim:SetSequence(BodyAnim:LookupSequence("water_float"))
|
||||
|
||||
if ply:KeyDown(IN_MOVELEFT) and vel_l > 5 then
|
||||
BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimleft"))
|
||||
elseif ply:KeyDown(IN_MOVERIGHT) and vel_l > 5 then
|
||||
BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimright"))
|
||||
elseif ply:KeyDown(IN_FORWARD) and vel_l > 5 then
|
||||
BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimfwd"))
|
||||
elseif ply:KeyDown(IN_BACK) and vel_l > 5 then
|
||||
BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimback"))
|
||||
end
|
||||
end
|
||||
|
||||
if runanims[BodyAnimString] then
|
||||
if lastBAString == "stand" and vel_l > 0 then
|
||||
BodyAnimCycle = ply:GetStepRight() and 0.5 or 0
|
||||
|
|
Loading…
Reference in a new issue