update anims + fix MW base weapons not hiding

This commit is contained in:
Jonny_Bro (Nikita) 2023-09-26 19:53:01 +05:00
parent 512d5c4c95
commit 49d480c7a5
18 changed files with 24 additions and 24 deletions

View file

@ -147,7 +147,7 @@ function SWEP:Think()
infall = curseq == 19
-- what a piece of shit, send help
if vel:Length() == 0 and util.QuickTrace(ply:GetShootPos(), ply:GetAimVector() * 30, ply).Hit and ply:GetMoveType() ~= MOVETYPE_NOCLIP and not ply:Crouching() and ply:WaterLevel() == 0 then
if vel:Length() == 0 and util.QuickTrace(ply:GetShootPos(), ply:GetAimVector() * 30, ply).Hit and ply:GetMoveType() ~= MOVETYPE_NOCLIP and not ply:Crouching() and ply:WaterLevel() == 0 and ply:GetWallrun() == 0 then
if (math.floor(ply:LocalEyeAngles().y) <= 35 and math.floor(ply:LocalEyeAngles().y) >= 5) or
(math.floor(ply:LocalEyeAngles().y) <= 125 and math.floor(ply:LocalEyeAngles().y) >= 95) or
(math.floor(ply:LocalEyeAngles().y) <= -55 and math.floor(ply:LocalEyeAngles().y) >= -85) or

View file

@ -280,7 +280,10 @@ local armfollowanims = {
diestandlong = true,
diveslidestart = true,
vaultoverhigh = true,
walkfwd = true
walkfwd = true,
crouchstill = true,
crouchfwd = true,
crouchbwd = true
}
local armlock = {
@ -425,7 +428,10 @@ local nospinebend = {
ladderclimbuprighthand = true,
ladderclimbhangstart = true,
vaultontohigh = true,
snatchscar = true
snatchscar = true,
crouchstill = true,
crouchfwd = true,
crouchbwd = true
}
local worldarm = {
@ -524,9 +530,9 @@ local customarmoffset = {
ladderexittoprighthand = Vector(5, 0, 0),
ladderclimbhangstart = Vector(-5, 0, 0),
ladderenterbottom = Vector(-7.5, 0, 0),
crouchstill = Vector(-4, 0, -5),
crouchfwd = Vector(-4, 0, -5),
crouchbwd = Vector(0, 0, 0),
crouchstill = Vector(-4, 0, -2),
crouchfwd = Vector(-4, 0, -2),
crouchbwd = Vector(-4, 0, -2),
walkfwd = Vector(10, 0, -10),
runbwd = Vector(0, 0, 3),
stand = Vector(10, 0, -10),
@ -549,9 +555,9 @@ local customcamoffset = {
hangstrafeleft = Vector(-2.5, 0, 0),
hangstraferight = Vector(-2.5, 0, 0),
snatchscar = snatchscarcam1,
crouchstill = Vector(0, 0, 2.5),
crouchfwd = Vector(0, 0, 2.5),
crouchbwd = Vector(0, 0, 2.5)
crouchstill = Vector(2, 0, 2.5),
crouchfwd = Vector(2, 0, 2.5),
crouchbwd = Vector(2, 0, 2.5)
}
local transitionchecks = {

View file

@ -13,12 +13,6 @@ local function SafetyRollThink(ply, mv, cmd)
mv:SetButtons(bit.band(mv:GetButtons(), bit.bnot(IN_DUCK)))
end
if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() and CurTime() > ply:GetSafetyRollTime() then
if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
RunConsoleCommand("mgbase_debug_vmrender", "1")
end
end
if CurTime() < ply:GetSafetyRollTime() then
ply.FootstepLand = false
@ -41,6 +35,12 @@ local function SafetyRollThink(ply, mv, cmd)
mv:SetVelocity(vector_origin)
end
end
if ply:Alive() and ply:GetActiveWeapon():IsValid() and CurTime() > ply:GetSafetyRollTime() then
if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
RunConsoleCommand("mgbase_debug_vmrender", "1")
end
end
end
hook.Add("SetupMove", "SafetyRoll", SafetyRollThink)
@ -78,9 +78,9 @@ end)
hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
if ply:GetJumpTurn() and ply:OnGround() and mv:KeyPressed(IN_BACK) then
if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
if ply:Alive() and ply:GetActiveWeapon():IsValid() then
if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
RunConsoleCommand("mgbase_debug_vmrender", "1")
RunConsoleCommand("mgbase_debug_vmrender", "0")
end
end
@ -118,12 +118,6 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
net.WriteBool(true)
net.Send(ply)
end
if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
RunConsoleCommand("mgbase_debug_vmrender", "0")
end
end
end
end)
@ -144,7 +138,7 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
ParkourEvent("roll", ply)
if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
if ply:Alive() and ply:GetActiveWeapon():IsValid() then
if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
RunConsoleCommand("mgbase_debug_vmrender", "0")
end