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punching while crouching + fixed anims when crouching and going sideways + new anims + i forgor
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24 changed files with 16 additions and 14 deletions
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@ -8,7 +8,7 @@ namespace BeatrunAnimInstaller
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{
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private static readonly string inDir = ".";
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private static readonly string outDir = "gamemodes\\beatrun\\content\\models";
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private static readonly List<string> choices = new List<string>() { "Beatrun Reanimated", "OG (but fixed) Animations" };
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private static readonly List<string> choices = new List<string>() { "Beatrun Reanimated", "Original Animations" };
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static void RecursiveCopyDir(string inputDir, string outputDir)
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{
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beatrun/Original Animations/climbanim.dx80.vtx
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beatrun/Original Animations/climbanim.dx80.vtx
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beatrun/Original Animations/climbanim.dx90.vtx
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beatrun/Original Animations/climbanim.dx90.vtx
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beatrun/Original Animations/climbanim.sw.vtx
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beatrun/Original Animations/climbanim.sw.vtx
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beatrun/Original Animations/climbanim.vvd
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beatrun/Original Animations/climbanim.vvd
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@ -419,7 +419,7 @@ function SWEP:PrimaryAttack()
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return
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end
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if not ply:OnGround() or ply:Crouching() or ply:GetSliding() or ply:GetGrappling() or ply:GetWallrun() ~= 0 then return end
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if not ply:OnGround() or ply:GetSliding() or ply:GetGrappling() or ply:GetWallrun() ~= 0 then return end
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local curseq = self:GetSequence()
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local infall = curseq == 19
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@ -501,9 +501,9 @@ local customarmoffset = {
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ladderexittoprighthand = Vector(5, 0, 0),
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ladderclimbhangstart = Vector(-5, 0, 0),
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ladderenterbottom = Vector(-7.5, 0, 0),
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crouchstill = Vector(-10, 0, 10),
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crouchfwd = Vector(-10, 0, 10),
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crouchbwd = Vector(-10, 0, 10),
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crouchstill = Vector(-4, 0, -5),
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crouchfwd = Vector(-4, 0, -5),
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crouchbwd = Vector(0, 0, 0),
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walkfwd = Vector(10, 0, -10),
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runbwd = Vector(0, 0, 3),
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stand = Vector(10, 0, -10),
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@ -526,9 +526,9 @@ local customcamoffset = {
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hangstrafeleft = Vector(-2.5, 0, 0),
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hangstraferight = Vector(-2.5, 0, 0),
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snatchscar = snatchscarcam1,
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crouchstill = Vector(0, 0, -10),
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crouchfwd = Vector(10, 0, -17.5),
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crouchbwd = Vector(20, 0, -10)
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crouchstill = Vector(0, 0, 2.5),
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crouchfwd = Vector(0, 0, 2.5),
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crouchbwd = Vector(0, 0, 2.5)
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}
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local transitionchecks = {
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@ -1482,6 +1482,8 @@ local function JumpThink()
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if ply:KeyDown(IN_FORWARD) then
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moveback = false
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elseif ply:Crouching() and moveback then
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BodyAnim:SetSequence(BodyAnim:LookupSequence("crouchbwd"))
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else
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BodyAnim:SetSequence(BodyAnim:LookupSequence("runbwd"))
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end
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@ -224,7 +224,7 @@ local function ClimbingThink(ply, mv, cmd)
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--[[ TODO: Make this work
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for i = -64, 64, 1 do
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tr.endpos = tr.start + Vector(i, mins.z, maxs.z)
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tr.endpos = tr.start + ply:GetClimbingAngle():Forward() * i
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util.TraceHull(tr)
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@ -232,16 +232,16 @@ local function ClimbingThink(ply, mv, cmd)
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print(tr.endpos)
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if not trout.Hit then
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tr.start = tr.endpos
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tr.endpos = tr.start - ply:GetClimbingAngle():Forward() * 20
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-- tr.start = tr.endpos
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-- tr.endpos = tr.start - ply:GetClimbingAngle():Forward() * i
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util.TraceHull(tr)
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-- util.TraceHull(tr)
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if not trout.Hit then
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-- if not trout.Hit then
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ply:SetClimbingEnd(tr.endpos)
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ply:SetClimbing(2)
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ParkourEvent("climbheave", ply)
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end
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-- end
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end
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end
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--]]
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