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swimming anims!!! (kinda bad implementation tho) + anims update
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16 changed files with 32 additions and 3 deletions
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@ -110,7 +110,12 @@ fbanims = {
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walkbalancefalloffright = true,
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meleeairstill = true,
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swingjumpoff = true,
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snatchscar = true
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snatchscar = true,
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water_swimfwd = true,
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water_swimright = true,
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water_swimleft = true,
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water_swimback = true,
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water_float = true
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}
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local jumpanims = {
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@ -443,7 +448,12 @@ local worldarm = {
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ladderclimbhangstart = true,
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snatchscar = true,
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jumpcoil = true,
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jumpturnlandidle = true
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jumpturnlandidle = true,
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water_swimfwd = true,
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water_swimright = true,
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water_swimleft = true,
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water_swimback = true,
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water_float = true
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}
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local ignorezarm = {
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@ -453,7 +463,12 @@ local ignorezarm = {
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hangfoldedheaveup = true,
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wallrunverticalstart = true,
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diestandlong = true,
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vaultontohigh = true
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vaultontohigh = true,
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water_swimfwd = true,
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water_swimright = true,
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water_swimleft = true,
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water_swimback = true,
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water_float = true
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}
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local nocyclereset = {
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@ -1452,6 +1467,20 @@ local function JumpThink()
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local moving = ply:KeyDown(IN_FORWARD) or ply:KeyDown(IN_MOVELEFT) or ply:KeyDown(IN_MOVERIGHT)
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local back = ply:KeyDown(IN_BACK)
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if ply:WaterLevel() > 0 then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("water_float"))
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if ply:KeyDown(IN_MOVELEFT) and vel_l > 5 then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimleft"))
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elseif ply:KeyDown(IN_MOVERIGHT) and vel_l > 5 then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimright"))
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elseif ply:KeyDown(IN_FORWARD) and vel_l > 5 then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimfwd"))
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elseif ply:KeyDown(IN_BACK) and vel_l > 5 then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("water_swimback"))
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end
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end
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if runanims[BodyAnimString] then
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if lastBAString == "stand" and vel_l > 0 then
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BodyAnimCycle = ply:GetStepRight() and 0.5 or 0
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