mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-29 21:33:02 +05:00
CrouchJump will not work if noclip is activated, so no more camera locks in build mode!
This commit is contained in:
parent
7e44199ce9
commit
74a9f6de4c
1 changed files with 8 additions and 0 deletions
|
@ -8,6 +8,10 @@ elseif CLIENT and game.SinglePlayer() then
|
||||||
net.Receive("CrouchJumpSP", function()
|
net.Receive("CrouchJumpSP", function()
|
||||||
local ply = LocalPlayer()
|
local ply = LocalPlayer()
|
||||||
|
|
||||||
|
if ply:GetMoveType() == MOVETYPE_NOCLIP then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
if BodyAnimArmCopy then
|
if BodyAnimArmCopy then
|
||||||
BodyAnimCycle = 0
|
BodyAnimCycle = 0
|
||||||
BodyAnimCrouchLerp = 0
|
BodyAnimCrouchLerp = 0
|
||||||
|
@ -29,6 +33,10 @@ hook.Add("SetupMove", "CrouchJump", function(ply, mv, cmd)
|
||||||
ply:SetCrouchJumpBlocked(false)
|
ply:SetCrouchJumpBlocked(false)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if ply:GetMoveType() == MOVETYPE_NOCLIP then
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
local activewep = ply:GetActiveWeapon()
|
local activewep = ply:GetActiveWeapon()
|
||||||
|
|
||||||
if ply:Alive() and not ply:GetCrouchJumpBlocked() and not IsValid(ply:GetZipline()) and not IsValid(ply:GetLadder()) and ply:GetClimbing() == 0 and not ply:GetJumpTurn() and ply:GetMantle() == 0 and not ply:OnGround() and ply:GetVelocity().z > -350 and ply:GetCrouchJumpTime() < CurTime() and ply:GetWallrun() == 0 and mv:KeyPressed(IN_DUCK) then
|
if ply:Alive() and not ply:GetCrouchJumpBlocked() and not IsValid(ply:GetZipline()) and not IsValid(ply:GetLadder()) and ply:GetClimbing() == 0 and not ply:GetJumpTurn() and ply:GetMantle() == 0 and not ply:OnGround() and ply:GetVelocity().z > -350 and ply:GetCrouchJumpTime() < CurTime() and ply:GetWallrun() == 0 and mv:KeyPressed(IN_DUCK) then
|
||||||
|
|
Loading…
Reference in a new issue