mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-29 21:33:02 +05:00
Implement anims switch and remove the installer for them
This commit is contained in:
parent
859d86e0c3
commit
7f9551583c
30 changed files with 81 additions and 283 deletions
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace BeatrunAnimInstaller
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{
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internal class 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", "Original Animations" };
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static void RecursiveCopyDir(string inputDir, string outputDir)
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{
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if (!Directory.Exists(inputDir)) return;
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if (!Directory.Exists(outputDir)) Directory.CreateDirectory(outputDir);
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foreach (string filePath in Directory.GetFiles(inputDir))
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{
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string fileName = Path.GetFileName(filePath);
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File.Copy(filePath, outputDir + Path.DirectorySeparatorChar + fileName, true);
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Console.WriteLine(string.Format("Copied {0} to {1}", filePath, outputDir));
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}
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foreach (string dirPath in Directory.GetDirectories(inputDir))
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{
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string dirName = Path.GetDirectoryName(dirPath);
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RecursiveCopyDir(dirPath, outputDir + Path.DirectorySeparatorChar + dirName);
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}
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}
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static void Main(string[] args)
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{
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Console.WriteLine("Select animations to install:");
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Console.WriteLine("");
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int i = 1;
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foreach (string choice in choices)
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{
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Console.WriteLine(string.Format("{0}: {1}", i, choice));
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i++;
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}
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Console.WriteLine("");
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while (true)
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{
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ConsoleKeyInfo key = Console.ReadKey(true);
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if (key.Key == ConsoleKey.Enter || key.Key == ConsoleKey.Escape) break;
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char keyChar = key.KeyChar;
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if (char.IsDigit(keyChar))
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{
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int index = keyChar - '0';
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string choice = choices[index - 1];
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if (choice != null)
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{
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Console.WriteLine(string.Format("Selected pack: {0}", choice));
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RecursiveCopyDir(inDir + Path.DirectorySeparatorChar + choice, outDir);
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Console.WriteLine("Press any key to exit...");
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Console.ReadKey(true);
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break;
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}
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}
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}
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{6096D195-BC98-4E67-86F7-CBD21A427405}</ProjectGuid>
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<OutputType>Exe</OutputType>
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<RootNamespace>BeatrunAnimInstaller</RootNamespace>
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<AssemblyName>BeatrunAnimInstaller</AssemblyName>
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<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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<TargetFrameworkProfile />
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<Prefer32Bit>false</Prefer32Bit>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<Prefer32Bit>false</Prefer32Bit>
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</PropertyGroup>
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<PropertyGroup>
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<StartupObject>BeatrunAnimInstaller.BeatrunAnimInstaller</StartupObject>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="BeatrunAnimInstaller.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="app.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.6.33829.357
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BeatrunAnimInstaller", "BeatrunAnimInstaller.csproj", "{6096D195-BC98-4E67-86F7-CBD21A427405}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6096D195-BC98-4E67-86F7-CBD21A427405}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{6096D195-BC98-4E67-86F7-CBD21A427405}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{6096D195-BC98-4E67-86F7-CBD21A427405}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{6096D195-BC98-4E67-86F7-CBD21A427405}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {A9FCE6D1-6D4B-4DFB-91A2-DCC7E79299D8}
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EndGlobalSection
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EndGlobal
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// Общие сведения об этой сборке предоставляются следующим набором
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// набора атрибутов. Измените значения этих атрибутов для изменения сведений,
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// связанные с этой сборкой.
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[assembly: AssemblyTitle("BeatrunAnimInstaller")]
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[assembly: AssemblyDescription("Beatrun Animations Installer")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("beatrun.ru")]
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[assembly: AssemblyProduct("BeatrunAnimInstaller")]
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[assembly: AssemblyCopyright("Copyright © 2023")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Установка значения False для параметра ComVisible делает типы в этой сборке невидимыми
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// для компонентов COM. Если необходимо обратиться к типу в этой сборке через
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// из модели COM задайте для атрибута ComVisible этого типа значение true.
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[assembly: ComVisible(false)]
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// Следующий GUID представляет идентификатор typelib, если этот проект доступен из модели COM
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[assembly: Guid("6096d195-bc98-4e67-86f7-cbd21a427405")]
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// Сведения о версии сборки состоят из указанных ниже четырех значений:
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//
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// Основной номер версии
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// Дополнительный номер версии
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// Номер сборки
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// Номер редакции
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//
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// Можно задать все значения или принять номера сборки и редакции по умолчанию
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// используя "*", как показано ниже:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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# ENGLISH
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## Animations Installer Source Code
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Here you can find source code of the animations installer.\
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I don't know why you will ever need that but we put it here so you can be sure we don't supply malware with our project.
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## How To Use
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Please refer to this [README](../beatrun/README.md).
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## Credits
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* [YuRaNnNzZZ](https://github.com/YuRaNnNzZZ) - Creator of this installer.
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<!-- markdownlint-disable-next-line -->
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# RUSSIAN
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## Исходный код установщика анимаций
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Здесь находятся исходники нашего установщика анимаций.\
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Я не знаю зачем это вам надо, но мы оставили их здесь чтобы вы могли убедиться что мы не распространяем вирусы в нашем проекте.
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## Как использовать
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Прочитайте этот файл [README](../beatrun/README.md).
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## Благодарность
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* [YuRaNnNzZZ](https://github.com/YuRaNnNzZZ) - Создатель установщика.
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<?xml version="1.0" encoding="utf-8"?>
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<configuration>
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<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.8"/></startup></configuration>
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# ENGLISH
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## Animations Installer
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You can use **BeatrunAnimInstaller** (located here) to change animations. Currently we have:
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* Beatrun Reanimated Project.
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* Original but fixed animations.
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## How To Use
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1. Start the executable.
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2. Press a key on your keyboard with the number of the animation you want to install.
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> [!NOTE]
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> If nothing is changed, close the game and try run the program with admin priveleges.
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## Source Code
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Please refer to this [README](../BeatrunAnimInstaller_Source/README.md).
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<!-- markdownlint-disable-next-line -->
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# RUSSIAN
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## Установщик анимаций
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Используйте **BeatrunAnimInstaller** (расположен прямо тут) чтобы менять анимации. На данный момент у нас имеются:
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* Beatrun Reanimated Project.
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* Починенные оригинальные анимации.
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## Как использовать
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1. Запустите исполняемый файл.
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2. Нажмите цифру желаемых анимаций на клавиатуре.
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> [!NOTE]
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> Если ничего не изменилось, закройте игру и запустите файл от имени администратора.
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## Исходный код
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Прочитайте этот файл [README](../BeatrunAnimInstaller_Source/README.md).
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@ -37,10 +37,10 @@ beatrun.convars.viewbobstabilization=Turn on to reduce motion sickness by making
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beatrun.convars.fov=Changes player's Field Of View
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beatrun.convars.fov=Changes player's Field Of View
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beatrun.convars.cpsave=Respawning during a course will go back to the last hit checkpoint
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beatrun.convars.cpsave=Respawning during a course will go back to the last hit checkpoint
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beatrun.convars.faststart=Faster start countdown
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beatrun.convars.faststart=Faster start countdown
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beatrun.convars.disablegrapple=Disables grapple ability
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beatrun.convars.disablegrapple=Toggles grapple ability
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beatrun.convars.puristmode=Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how ME games handle this.\n0 = No restrictions\n1 = Reduced move speed in the air
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beatrun.convars.puristmode=Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how ME games handle this.\n0 = No restrictions\n1 = Reduced move speed in the air
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beatrun.convars.quickturnground=Enables quickturning with secondary attack while on the ground
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beatrun.convars.quickturnground=Toggles quickturning with secondary attack while on the ground
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beatrun.convars.quickturnhandsonly=Enables quickturning with "Runner Hands" only
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beatrun.convars.quickturnhandsonly=Toggles quickturning with "Runner Hands" only
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beatrun.convars.showspeedometer=Toggle speedometer visibility
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beatrun.convars.showspeedometer=Toggle speedometer visibility
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# HUD
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# HUD
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beatrun.toolsmenu.gameplay.name=Gameplay
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beatrun.toolsmenu.gameplay.name=Gameplay
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beatrun.toolsmenu.gameplay.desc=Gameplay Settings
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beatrun.toolsmenu.gameplay.desc=Gameplay Settings
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beatrun.toolsmenu.gameplay.oldanims=Old Animations
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beatrun.toolsmenu.gameplay.oldanimsdesc=Toggles the use of old animations instead new ones
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beatrun.toolsmenu.gameplay.quickturnground=Quickturn Ground
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beatrun.toolsmenu.gameplay.quickturnground=Quickturn Ground
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beatrun.toolsmenu.gameplay.quickturngrounddesc=Enables quickturning with secondary attack while on the ground
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beatrun.toolsmenu.gameplay.quickturngrounddesc=Toggles quickturning with secondary attack while on the ground
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beatrun.toolsmenu.gameplay.quickturnhandsonly=Quickturn Hands Only
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beatrun.toolsmenu.gameplay.quickturnhandsonly=Quickturn Hands Only
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beatrun.toolsmenu.gameplay.quickturnhandsonlydesc=Enables quickturning with "Runner Hands" only
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beatrun.toolsmenu.gameplay.quickturnhandsonlydesc=Toggles quickturning with "Runner Hands" only
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beatrun.toolsmenu.gameplay.puristmode=Purist Mode
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beatrun.toolsmenu.gameplay.puristmode=Purist Mode
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beatrun.toolsmenu.gameplay.puristmodedesc=Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how Mirror's Edge games handle this.\nDisabled = No restrictions\nEnabled = Reduced move speed in the air
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beatrun.toolsmenu.gameplay.puristmodedesc=Purist mode is a clientside preference that severely weakens the ability to strafe while in the air, which is how Mirror's Edge games handle this.\nDisabled = No restrictions\nEnabled = Reduced move speed in the air
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beatrun.toolsmenu.gameplay.disablegrapple=Disable Grapple Ability
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beatrun.toolsmenu.gameplay.disablegrapple=Disable Grapple Ability
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beatrun.toolsmenu.gameplay.disablegrappledesc=Disables grapple ability
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beatrun.toolsmenu.gameplay.disablegrappledesc=Toggles grapple ability
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beatrun.toolsmenu.gameplay.rollspeedloss=Lose Speed on Roll
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beatrun.toolsmenu.gameplay.rollspeedloss=Lose Speed on Roll
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beatrun.toolsmenu.gameplay.rollspeedlossdesc=Toggles loss of speed on safety roll
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beatrun.toolsmenu.gameplay.rollspeedlossdesc=Toggles loss of speed on safety roll
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beatrun.convars.fov=Угол обзора игрока
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beatrun.convars.fov=Угол обзора игрока
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beatrun.convars.cpsave=Респавн в курсах отправляет на последнюю контрольную точку
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beatrun.convars.cpsave=Респавн в курсах отправляет на последнюю контрольную точку
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beatrun.convars.faststart=Быстрый отчёт в начале курса
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beatrun.convars.faststart=Быстрый отчёт в начале курса
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beatrun.convars.disablegrapple=Переключить крюк-кошку
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beatrun.convars.disablegrapple=Переключает крюк-кошку
|
||||||
beatrun.convars.puristmode=Режим Purist это клиентский параметр который сильно снижает движение игрока в стороны будучи в воздухе, прямо как в оригинальное ME.\n0 = Нет ограничений\n1 = Снижает движение игрока в воздухе в стороны
|
beatrun.convars.puristmode=Режим Purist это клиентский параметр который сильно снижает движение игрока в стороны будучи в воздухе, прямо как в оригинальное ME.\n0 = Нет ограничений\n1 = Снижает движение игрока в воздухе в стороны
|
||||||
beatrun.convars.quickturnground=Переключить Quickturn будучи на земле
|
beatrun.convars.quickturnground=Переключает Quickturn будучи на земле
|
||||||
beatrun.convars.quickturnhandsonly=Переключить Quickturn только с "Runner Hands"
|
beatrun.convars.quickturnhandsonly=Переключает Quickturn только с "Runner Hands"
|
||||||
beatrun.convars.showspeedometer=Переключить спидометр
|
beatrun.convars.showspeedometer=Переключает спидометр
|
||||||
|
|
||||||
# HUD
|
# HUD
|
||||||
beatrun.hud.course=Курс: %s
|
beatrun.hud.course=Курс: %s
|
||||||
|
@ -137,6 +137,9 @@ beatrun.toolsmenu.camera.fovdesc=Изменяет ваш Угол Обзора
|
||||||
beatrun.toolsmenu.gameplay.name=Геймплей
|
beatrun.toolsmenu.gameplay.name=Геймплей
|
||||||
beatrun.toolsmenu.gameplay.desc=Настройки геймплея
|
beatrun.toolsmenu.gameplay.desc=Настройки геймплея
|
||||||
|
|
||||||
|
beatrun.toolsmenu.gameplay.oldanims=Старые анимации
|
||||||
|
beatrun.toolsmenu.gameplay.oldanimsdesc=Переключает использование старых анимаций заместо новеньких
|
||||||
|
|
||||||
beatrun.toolsmenu.gameplay.quickturnground=Quickturn на Земле
|
beatrun.toolsmenu.gameplay.quickturnground=Quickturn на Земле
|
||||||
beatrun.toolsmenu.gameplay.quickturngrounddesc=Переключает Quickturn будучи на земле (быстрый разворот)
|
beatrun.toolsmenu.gameplay.quickturngrounddesc=Переключает Quickturn будучи на земле (быстрый разворот)
|
||||||
|
|
||||||
|
@ -147,7 +150,7 @@ beatrun.toolsmenu.gameplay.puristmode=Режим Purist
|
||||||
beatrun.toolsmenu.gameplay.puristmodedesc=Режим Purist это клиентский параметр который сильно снижает движение игрока в стороны будучи в воздухе, прямо как в оригинальное ME.\n0 = Нет ограничений\n1 = Снижает движение игрока в воздухе в стороны
|
beatrun.toolsmenu.gameplay.puristmodedesc=Режим Purist это клиентский параметр который сильно снижает движение игрока в стороны будучи в воздухе, прямо как в оригинальное ME.\n0 = Нет ограничений\n1 = Снижает движение игрока в воздухе в стороны
|
||||||
|
|
||||||
beatrun.toolsmenu.gameplay.disablegrapple=Отключить Крюк-Кошку
|
beatrun.toolsmenu.gameplay.disablegrapple=Отключить Крюк-Кошку
|
||||||
beatrun.toolsmenu.gameplay.disablegrappledesc=Отключает использование крюка-кошки
|
beatrun.toolsmenu.gameplay.disablegrappledesc=Переключает использование крюка-кошки
|
||||||
|
|
||||||
beatrun.toolsmenu.gameplay.rollspeedloss=Потеря скорости при перекате
|
beatrun.toolsmenu.gameplay.rollspeedloss=Потеря скорости при перекате
|
||||||
beatrun.toolsmenu.gameplay.rollspeedlossdesc=Переключает потерю скорости при перекате
|
beatrun.toolsmenu.gameplay.rollspeedlossdesc=Переключает потерю скорости при перекате
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
|
local OldAnims = CreateClientConVar("Beatrun_OldAnims", "0", true, false, "")
|
||||||
|
|
||||||
local animtable = {
|
local animtable = {
|
||||||
lockang = false,
|
lockang = false,
|
||||||
allowmove = true,
|
allowmove = true,
|
||||||
|
@ -8,7 +10,7 @@ local animtable = {
|
||||||
BodyLimitX = 90,
|
BodyLimitX = 90,
|
||||||
AnimString = "jumpslow",
|
AnimString = "jumpslow",
|
||||||
CamIgnoreAng = true,
|
CamIgnoreAng = true,
|
||||||
animmodelstring = "climbanim",
|
animmodelstring = "new_climbanim",
|
||||||
BodyLimitY = 180,
|
BodyLimitY = 180,
|
||||||
usefullbody = 2
|
usefullbody = 2
|
||||||
}
|
}
|
||||||
|
@ -1397,6 +1399,37 @@ local function JumpAnim(event, ply)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
function CheckAnims()
|
||||||
|
RemoveBodyAnim()
|
||||||
|
|
||||||
|
if OldAnims:GetBool() then
|
||||||
|
animtable.animmodelstring = "old_climbanim"
|
||||||
|
else
|
||||||
|
animtable.animmodelstring = "new_climbanim"
|
||||||
|
end
|
||||||
|
|
||||||
|
StartBodyAnim(animtable)
|
||||||
|
|
||||||
|
if not IsValid(BodyAnim) then return end
|
||||||
|
|
||||||
|
CreateBodyAnimArmCopy()
|
||||||
|
|
||||||
|
if not LocalPlayer():ShouldDrawLocalPlayer() or CurTime() < 10 then
|
||||||
|
for k, v in ipairs(playermodelbones) do
|
||||||
|
local b = BodyAnim:LookupBone(v)
|
||||||
|
|
||||||
|
if b then
|
||||||
|
BodyAnim:ManipulateBonePosition(b, Vector(0, 0, 100 * (k == 1 and -1 or 1)))
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
cvars.AddChangeCallback("Beatrun_OldAnims", function(cvar, vOld, vNew)
|
||||||
|
CheckAnims()
|
||||||
|
end)
|
||||||
|
|
||||||
|
hook.Add("PlayerInitialSpawn", "CheckAnims", CheckAnims)
|
||||||
hook.Add("OnParkour", "JumpAnim", JumpAnim)
|
hook.Add("OnParkour", "JumpAnim", JumpAnim)
|
||||||
|
|
||||||
function ArmInterrupt(anim)
|
function ArmInterrupt(anim)
|
||||||
|
|
|
@ -232,6 +232,9 @@ hook.Add("PopulateToolMenu", "Beatrun_ToolMenu", function()
|
||||||
panel:ClearControls()
|
panel:ClearControls()
|
||||||
panel:SetName("#beatrun.toolsmenu.gameplay.desc")
|
panel:SetName("#beatrun.toolsmenu.gameplay.desc")
|
||||||
|
|
||||||
|
panel:CheckBox("#beatrun.toolsmenu.gameplay.oldanims", "Beatrun_OldAnims")
|
||||||
|
panel:ControlHelp("#beatrun.toolsmenu.gameplay.oldanimsdesc")
|
||||||
|
|
||||||
panel:CheckBox("#beatrun.toolsmenu.gameplay.quickturnground", "Beatrun_QuickturnGround")
|
panel:CheckBox("#beatrun.toolsmenu.gameplay.quickturnground", "Beatrun_QuickturnGround")
|
||||||
panel:ControlHelp("#beatrun.toolsmenu.gameplay.quickturngrounddesc")
|
panel:ControlHelp("#beatrun.toolsmenu.gameplay.quickturngrounddesc")
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,7 @@ local CLIMB_FOLDEDHEAVEUP = 6
|
||||||
|
|
||||||
local climb1 = {
|
local climb1 = {
|
||||||
followplayer = false,
|
followplayer = false,
|
||||||
animmodelstring = "climbanim",
|
animmodelstring = "new_climbanim",
|
||||||
allowmove = true,
|
allowmove = true,
|
||||||
lockang = false,
|
lockang = false,
|
||||||
ignorez = true,
|
ignorez = true,
|
||||||
|
|
|
@ -68,7 +68,7 @@ hook.Add("SetupMove", "SafetyRoll", SafetyRollThink)
|
||||||
|
|
||||||
local roll = {
|
local roll = {
|
||||||
followplayer = true,
|
followplayer = true,
|
||||||
animmodelstring = "climbanim",
|
animmodelstring = "new_climbanim",
|
||||||
showweapon = true,
|
showweapon = true,
|
||||||
lockang = true,
|
lockang = true,
|
||||||
BodyAnimSpeed = 1.15,
|
BodyAnimSpeed = 1.15,
|
||||||
|
@ -82,18 +82,24 @@ net.Receive("RollAnimSP", function()
|
||||||
|
|
||||||
if net.ReadBool() then
|
if net.ReadBool() then
|
||||||
roll.AnimString = ply:UsingRH() and "land" or "landgun"
|
roll.AnimString = ply:UsingRH() and "land" or "landgun"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.BodyAnimSpeed = 1
|
roll.BodyAnimSpeed = 1
|
||||||
elseif net.ReadBool() then
|
elseif net.ReadBool() then
|
||||||
roll.AnimString = "evaderoll"
|
roll.AnimString = "evaderoll"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.BodyAnimSpeed = 1.5
|
roll.BodyAnimSpeed = 1.5
|
||||||
else
|
else
|
||||||
roll.AnimString = ply:UsingRH() and "meroll" or "merollgun"
|
roll.AnimString = ply:UsingRH() and "meroll" or "merollgun"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.BodyAnimSpeed = 1.15
|
roll.BodyAnimSpeed = 1.15
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if GetConVar("Beatrun_OldAnims"):GetBool() then
|
||||||
|
roll.animmodelstring = "old_climbanim"
|
||||||
|
else
|
||||||
|
roll.animmodelstring = "new_climbanim"
|
||||||
|
end
|
||||||
|
|
||||||
CacheBodyAnim()
|
CacheBodyAnim()
|
||||||
RemoveBodyAnim()
|
RemoveBodyAnim()
|
||||||
StartBodyAnim(roll)
|
StartBodyAnim(roll)
|
||||||
|
@ -120,7 +126,7 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
|
||||||
ply:SetSafetyRollTime(CurTime() + 0.9)
|
ply:SetSafetyRollTime(CurTime() + 0.9)
|
||||||
|
|
||||||
roll.AnimString = "evaderoll"
|
roll.AnimString = "evaderoll"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.usefullbody = false
|
roll.usefullbody = false
|
||||||
|
|
||||||
if SERVER and not land then
|
if SERVER and not land then
|
||||||
|
@ -132,6 +138,12 @@ hook.Add("SetupMove", "EvadeRoll", function(ply, mv, cmd)
|
||||||
end
|
end
|
||||||
|
|
||||||
if CLIENT and IsFirstTimePredicted() then
|
if CLIENT and IsFirstTimePredicted() then
|
||||||
|
if GetConVar("Beatrun_OldAnims"):GetBool() then
|
||||||
|
roll.animmodelstring = "old_climbanim"
|
||||||
|
else
|
||||||
|
roll.animmodelstring = "new_climbanim"
|
||||||
|
end
|
||||||
|
|
||||||
CacheBodyAnim()
|
CacheBodyAnim()
|
||||||
RemoveBodyAnim()
|
RemoveBodyAnim()
|
||||||
StartBodyAnim(roll)
|
StartBodyAnim(roll)
|
||||||
|
@ -180,7 +192,7 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
|
||||||
ply:SetSafetyRollTime(CurTime() + 0.6)
|
ply:SetSafetyRollTime(CurTime() + 0.6)
|
||||||
|
|
||||||
roll.AnimString = ply:UsingRH() and "land" or "landgun"
|
roll.AnimString = ply:UsingRH() and "land" or "landgun"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.usefullbody = true
|
roll.usefullbody = true
|
||||||
else
|
else
|
||||||
land = false
|
land = false
|
||||||
|
@ -189,7 +201,7 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
|
||||||
ply:SetSafetyRollTime(CurTime() + 1.05)
|
ply:SetSafetyRollTime(CurTime() + 1.05)
|
||||||
|
|
||||||
roll.AnimString = ply:UsingRH() and "meroll" or "merollgun"
|
roll.AnimString = ply:UsingRH() and "meroll" or "merollgun"
|
||||||
roll.animmodelstring = "climbanim"
|
roll.animmodelstring = "new_climbanim"
|
||||||
roll.usefullbody = false
|
roll.usefullbody = false
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -202,6 +214,12 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
|
||||||
end
|
end
|
||||||
|
|
||||||
if CLIENT and IsFirstTimePredicted() then
|
if CLIENT and IsFirstTimePredicted() then
|
||||||
|
if GetConVar("Beatrun_OldAnims"):GetBool() then
|
||||||
|
roll.animmodelstring = "old_climbanim"
|
||||||
|
else
|
||||||
|
roll.animmodelstring = "new_climbanim"
|
||||||
|
end
|
||||||
|
|
||||||
CacheBodyAnim()
|
CacheBodyAnim()
|
||||||
RemoveBodyAnim()
|
RemoveBodyAnim()
|
||||||
StartBodyAnim(roll)
|
StartBodyAnim(roll)
|
||||||
|
|
|
@ -31,7 +31,7 @@ local animtable = {
|
||||||
deleteonend = false,
|
deleteonend = false,
|
||||||
BodyLimitX = 50,
|
BodyLimitX = 50,
|
||||||
AnimString = "meslidestart",
|
AnimString = "meslidestart",
|
||||||
animmodelstring = "climbanim",
|
animmodelstring = "new_climbanim",
|
||||||
camjoint = "camerajoint",
|
camjoint = "camerajoint",
|
||||||
usefullbody = 2
|
usefullbody = 2
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue