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update anims + fix MW base weapons not hiding
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512d5c4c95
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18 changed files with 24 additions and 24 deletions
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@ -147,7 +147,7 @@ function SWEP:Think()
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infall = curseq == 19
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-- what a piece of shit, send help
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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
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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
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if (math.floor(ply:LocalEyeAngles().y) <= 35 and math.floor(ply:LocalEyeAngles().y) >= 5) or
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(math.floor(ply:LocalEyeAngles().y) <= 125 and math.floor(ply:LocalEyeAngles().y) >= 95) or
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(math.floor(ply:LocalEyeAngles().y) <= -55 and math.floor(ply:LocalEyeAngles().y) >= -85) or
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@ -280,7 +280,10 @@ local armfollowanims = {
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diestandlong = true,
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diveslidestart = true,
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vaultoverhigh = true,
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walkfwd = true
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walkfwd = true,
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crouchstill = true,
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crouchfwd = true,
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crouchbwd = true
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}
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local armlock = {
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@ -425,7 +428,10 @@ local nospinebend = {
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ladderclimbuprighthand = true,
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ladderclimbhangstart = true,
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vaultontohigh = true,
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snatchscar = true
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snatchscar = true,
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crouchstill = true,
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crouchfwd = true,
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crouchbwd = true
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}
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local worldarm = {
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@ -524,9 +530,9 @@ 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(-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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crouchstill = Vector(-4, 0, -2),
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crouchfwd = Vector(-4, 0, -2),
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crouchbwd = Vector(-4, 0, -2),
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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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@ -549,9 +555,9 @@ 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, 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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crouchstill = Vector(2, 0, 2.5),
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crouchfwd = Vector(2, 0, 2.5),
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crouchbwd = Vector(2, 0, 2.5)
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}
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local transitionchecks = {
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@ -13,12 +13,6 @@ local function SafetyRollThink(ply, mv, cmd)
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mv:SetButtons(bit.band(mv:GetButtons(), bit.bnot(IN_DUCK)))
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end
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if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() and CurTime() > ply:GetSafetyRollTime() then
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if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
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RunConsoleCommand("mgbase_debug_vmrender", "1")
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end
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end
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if CurTime() < ply:GetSafetyRollTime() then
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ply.FootstepLand = false
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@ -41,6 +35,12 @@ local function SafetyRollThink(ply, mv, cmd)
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mv:SetVelocity(vector_origin)
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end
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end
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if ply:Alive() and ply:GetActiveWeapon():IsValid() and CurTime() > ply:GetSafetyRollTime() then
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if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
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RunConsoleCommand("mgbase_debug_vmrender", "1")
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end
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end
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end
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hook.Add("SetupMove", "SafetyRoll", SafetyRollThink)
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@ -78,9 +78,9 @@ end)
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hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
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if ply:GetJumpTurn() and ply:OnGround() and mv:KeyPressed(IN_BACK) then
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if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
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if ply:Alive() and ply:GetActiveWeapon():IsValid() then
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if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
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RunConsoleCommand("mgbase_debug_vmrender", "1")
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RunConsoleCommand("mgbase_debug_vmrender", "0")
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end
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end
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@ -118,12 +118,6 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
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net.WriteBool(true)
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net.Send(ply)
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end
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if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
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if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
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RunConsoleCommand("mgbase_debug_vmrender", "0")
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end
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end
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end
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end)
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@ -144,7 +138,7 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
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ParkourEvent("roll", ply)
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if ply:Alive() and CLIENT and ply:GetActiveWeapon():IsValid() then
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if ply:Alive() and ply:GetActiveWeapon():IsValid() then
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if weapons.IsBasedOn(ply:GetActiveWeapon():GetClass(), "mg_base") then
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RunConsoleCommand("mgbase_debug_vmrender", "0")
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end
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