punching while crouching + fixed anims when crouching and going sideways + new anims + i forgor

This commit is contained in:
Jonny_Bro (Nikita) 2023-08-19 11:51:26 +05:00
parent f0da7a7865
commit 25a98cdbf2
24 changed files with 16 additions and 14 deletions

View file

@ -8,7 +8,7 @@ namespace BeatrunAnimInstaller
{ {
private static readonly string inDir = "."; private static readonly string inDir = ".";
private static readonly string outDir = "gamemodes\\beatrun\\content\\models"; private static readonly string outDir = "gamemodes\\beatrun\\content\\models";
private static readonly List<string> choices = new List<string>() { "Beatrun Reanimated", "OG (but fixed) Animations" }; private static readonly List<string> choices = new List<string>() { "Beatrun Reanimated", "Original Animations" };
static void RecursiveCopyDir(string inputDir, string outputDir) static void RecursiveCopyDir(string inputDir, string outputDir)
{ {

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@ -419,7 +419,7 @@ function SWEP:PrimaryAttack()
return return
end end
if not ply:OnGround() or ply:Crouching() or ply:GetSliding() or ply:GetGrappling() or ply:GetWallrun() ~= 0 then return end if not ply:OnGround() or ply:GetSliding() or ply:GetGrappling() or ply:GetWallrun() ~= 0 then return end
local curseq = self:GetSequence() local curseq = self:GetSequence()
local infall = curseq == 19 local infall = curseq == 19

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@ -501,9 +501,9 @@ local customarmoffset = {
ladderexittoprighthand = Vector(5, 0, 0), ladderexittoprighthand = Vector(5, 0, 0),
ladderclimbhangstart = Vector(-5, 0, 0), ladderclimbhangstart = Vector(-5, 0, 0),
ladderenterbottom = Vector(-7.5, 0, 0), ladderenterbottom = Vector(-7.5, 0, 0),
crouchstill = Vector(-10, 0, 10), crouchstill = Vector(-4, 0, -5),
crouchfwd = Vector(-10, 0, 10), crouchfwd = Vector(-4, 0, -5),
crouchbwd = Vector(-10, 0, 10), crouchbwd = Vector(0, 0, 0),
walkfwd = Vector(10, 0, -10), walkfwd = Vector(10, 0, -10),
runbwd = Vector(0, 0, 3), runbwd = Vector(0, 0, 3),
stand = Vector(10, 0, -10), stand = Vector(10, 0, -10),
@ -526,9 +526,9 @@ local customcamoffset = {
hangstrafeleft = Vector(-2.5, 0, 0), hangstrafeleft = Vector(-2.5, 0, 0),
hangstraferight = Vector(-2.5, 0, 0), hangstraferight = Vector(-2.5, 0, 0),
snatchscar = snatchscarcam1, snatchscar = snatchscarcam1,
crouchstill = Vector(0, 0, -10), crouchstill = Vector(0, 0, 2.5),
crouchfwd = Vector(10, 0, -17.5), crouchfwd = Vector(0, 0, 2.5),
crouchbwd = Vector(20, 0, -10) crouchbwd = Vector(0, 0, 2.5)
} }
local transitionchecks = { local transitionchecks = {
@ -1482,6 +1482,8 @@ local function JumpThink()
if ply:KeyDown(IN_FORWARD) then if ply:KeyDown(IN_FORWARD) then
moveback = false moveback = false
elseif ply:Crouching() and moveback then
BodyAnim:SetSequence(BodyAnim:LookupSequence("crouchbwd"))
else else
BodyAnim:SetSequence(BodyAnim:LookupSequence("runbwd")) BodyAnim:SetSequence(BodyAnim:LookupSequence("runbwd"))
end end

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@ -224,7 +224,7 @@ local function ClimbingThink(ply, mv, cmd)
--[[ TODO: Make this work --[[ TODO: Make this work
for i = -64, 64, 1 do for i = -64, 64, 1 do
tr.endpos = tr.start + Vector(i, mins.z, maxs.z) tr.endpos = tr.start + ply:GetClimbingAngle():Forward() * i
util.TraceHull(tr) util.TraceHull(tr)
@ -232,16 +232,16 @@ local function ClimbingThink(ply, mv, cmd)
print(tr.endpos) print(tr.endpos)
if not trout.Hit then if not trout.Hit then
tr.start = tr.endpos -- tr.start = tr.endpos
tr.endpos = tr.start - ply:GetClimbingAngle():Forward() * 20 -- tr.endpos = tr.start - ply:GetClimbingAngle():Forward() * i
util.TraceHull(tr) -- util.TraceHull(tr)
if not trout.Hit then -- if not trout.Hit then
ply:SetClimbingEnd(tr.endpos) ply:SetClimbingEnd(tr.endpos)
ply:SetClimbing(2) ply:SetClimbing(2)
ParkourEvent("climbheave", ply) ParkourEvent("climbheave", ply)
end -- end
end end
end end
--]] --]]