swimming anims!!! (kinda bad implementation tho) + anims update

This commit is contained in:
Jonny_Bro (Nikita) 2023-09-09 11:38:28 +05:00
parent 159747614c
commit 169aa9c694
16 changed files with 32 additions and 3 deletions

View file

@ -110,7 +110,12 @@ fbanims = {
walkbalancefalloffright = true, walkbalancefalloffright = true,
meleeairstill = true, meleeairstill = true,
swingjumpoff = true, swingjumpoff = true,
snatchscar = true snatchscar = true,
water_swimfwd = true,
water_swimright = true,
water_swimleft = true,
water_swimback = true,
water_float = true
} }
local jumpanims = { local jumpanims = {
@ -443,7 +448,12 @@ local worldarm = {
ladderclimbhangstart = true, ladderclimbhangstart = true,
snatchscar = true, snatchscar = true,
jumpcoil = true, jumpcoil = true,
jumpturnlandidle = true jumpturnlandidle = true,
water_swimfwd = true,
water_swimright = true,
water_swimleft = true,
water_swimback = true,
water_float = true
} }
local ignorezarm = { local ignorezarm = {
@ -453,7 +463,12 @@ local ignorezarm = {
hangfoldedheaveup = true, hangfoldedheaveup = true,
wallrunverticalstart = true, wallrunverticalstart = true,
diestandlong = true, diestandlong = true,
vaultontohigh = true vaultontohigh = true,
water_swimfwd = true,
water_swimright = true,
water_swimleft = true,
water_swimback = true,
water_float = true
} }
local nocyclereset = { 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 moving = ply:KeyDown(IN_FORWARD) or ply:KeyDown(IN_MOVELEFT) or ply:KeyDown(IN_MOVERIGHT)
local back = ply:KeyDown(IN_BACK) 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 runanims[BodyAnimString] then
if lastBAString == "stand" and vel_l > 0 then if lastBAString == "stand" and vel_l > 0 then
BodyAnimCycle = ply:GetStepRight() and 0.5 or 0 BodyAnimCycle = ply:GetStepRight() and 0.5 or 0