use meta function

This commit is contained in:
Jonny_Bro (Nikita) 2023-09-30 16:03:04 +05:00
parent bf304985f3
commit 9ff173ab35
18 changed files with 76 additions and 119 deletions

View file

@ -10,7 +10,7 @@ if CLIENT then
SWEP.DrawCrosshair = false SWEP.DrawCrosshair = false
hook.Add("VManipPrePlayAnim", "LOCNoVManip", function() hook.Add("VManipPrePlayAnim", "LOCNoVManip", function()
if LocalPlayer():GetActiveWeapon():GetClass() == "runnerhands" or blinded then return false end if LocalPlayer():UsingRH() or blinded then return false end
end) end)
end end
@ -148,32 +148,29 @@ function SWEP:Think()
-- what a piece of shit, send help -- 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 and ply:GetWallrun() == 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 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 (math.floor(ply:LocalEyeAngles().y) <= -145 and math.floor(ply:LocalEyeAngles().y) >= -175) then
(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
(math.floor(ply:LocalEyeAngles().y) <= -145 and math.floor(ply:LocalEyeAngles().y) >= -175) then
if CLIENT then if CLIENT then
BodyLimitX = 20
return ArmInterrupt("standhandwallright") return ArmInterrupt("standhandwallright")
elseif game.SinglePlayer() then elseif game.SinglePlayer() then
return ply:SendLua("ArmInterrupt('standhandwallright')") return ply:SendLua("BodyLimitX = 20 ArmInterrupt('standhandwallright')")
end end
elseif (math.floor(ply:LocalEyeAngles().y) <= 5 and math.floor(ply:LocalEyeAngles().y) >= -5) or elseif (math.floor(ply:LocalEyeAngles().y) <= 5 and math.floor(ply:LocalEyeAngles().y) >= -5) or (math.floor(ply:LocalEyeAngles().y) <= 95 and math.floor(ply:LocalEyeAngles().y) >= 85) or (math.floor(ply:LocalEyeAngles().y) <= -85 and math.floor(ply:LocalEyeAngles().y) >= -95) or (math.floor(ply:LocalEyeAngles().y) <= -175 or math.floor(ply:LocalEyeAngles().y) >= 175) then
(math.floor(ply:LocalEyeAngles().y) <= 95 and math.floor(ply:LocalEyeAngles().y) >= 85) or
(math.floor(ply:LocalEyeAngles().y) <= -85 and math.floor(ply:LocalEyeAngles().y) >= -95) or
(math.floor(ply:LocalEyeAngles().y) <= -175 or math.floor(ply:LocalEyeAngles().y) >= 175) then
if CLIENT then if CLIENT then
BodyLimitX = 20
return ArmInterrupt("standhandwallboth") return ArmInterrupt("standhandwallboth")
elseif game.SinglePlayer() then elseif game.SinglePlayer() then
return ply:SendLua("ArmInterrupt('standhandwallboth')") return ply:SendLua("BodyLimitX = 20 ArmInterrupt('standhandwallboth')")
end end
elseif (math.floor(ply:LocalEyeAngles().y) <= 5 and math.floor(ply:LocalEyeAngles().y) >= -35) or elseif (math.floor(ply:LocalEyeAngles().y) <= 5 and math.floor(ply:LocalEyeAngles().y) >= -35) or (math.floor(ply:LocalEyeAngles().y) <= 85 and math.floor(ply:LocalEyeAngles().y) >= 55) or (math.floor(ply:LocalEyeAngles().y) <= -95 and math.floor(ply:LocalEyeAngles().y) >= -125) or (math.floor(ply:LocalEyeAngles().y) <= 175 and math.floor(ply:LocalEyeAngles().y) >= 145) then
(math.floor(ply:LocalEyeAngles().y) <= 85 and math.floor(ply:LocalEyeAngles().y) >= 55) or
(math.floor(ply:LocalEyeAngles().y) <= -95 and math.floor(ply:LocalEyeAngles().y) >= -125) or
(math.floor(ply:LocalEyeAngles().y) <= 175 and math.floor(ply:LocalEyeAngles().y) >= 145) then
if CLIENT then if CLIENT then
BodyLimitX = 20
return ArmInterrupt("standhandwallleft") return ArmInterrupt("standhandwallleft")
elseif game.SinglePlayer() then elseif game.SinglePlayer() then
return ply:SendLua("ArmInterrupt('standhandwallleft')") return ply:SendLua("BodyLimitX = 20 ArmInterrupt('standhandwallleft')")
end end
end end
end end

View file

@ -120,7 +120,7 @@ function RemoveBodyAnim(noang)
local currentwep = ply:GetActiveWeapon() local currentwep = ply:GetActiveWeapon()
local vm = ply:GetViewModel() local vm = ply:GetViewModel()
if IsValid(currentwep) and currentwep:GetClass() ~= "runnerhands" then if ply:notUsingRH() then
if currentwep.PlayViewModelAnimation then if currentwep.PlayViewModelAnimation then
currentwep:PlayViewModelAnimation("Draw") currentwep:PlayViewModelAnimation("Draw")
else else
@ -222,13 +222,13 @@ function CacheLerpBodyAnim()
local pos = LocalPlayer():GetPos() local pos = LocalPlayer():GetPos()
-- local posdelta = pos - matrixfrompos -- local posdelta = pos - matrixfrompos
local self = BodyAnim local this = BodyAnim
self.m = self.m or Matrix() this.m = this.m or Matrix()
local from = matrixfrom local from = matrixfrom
local to = matrixto local to = matrixto
for bone = 0, self:GetBoneCount() - 1 do for bone = 0, this:GetBoneCount() - 1 do
if not armbones[BodyAnim:GetBoneName(bone)] then if not armbones[BodyAnim:GetBoneName(bone)] then
if not to[bone] then if not to[bone] then
to[bone] = {{}, {}, {}} to[bone] = {{}, {}, {}}
@ -240,7 +240,7 @@ function CacheLerpBodyAnim()
from[bone] = cachebody[bone]:FastToTable(from[bone]) or from[bone] from[bone] = cachebody[bone]:FastToTable(from[bone]) or from[bone]
to[bone] = to[bone] or ModelBoneMatrix:FastToTable(to[bone]) to[bone] = to[bone] or ModelBoneMatrix:FastToTable(to[bone])
local bonematrix = self:GetBoneMatrix(bone) local bonematrix = this:GetBoneMatrix(bone)
bonematrix:SetTranslation(bonematrix:GetTranslation() - pos) bonematrix:SetTranslation(bonematrix:GetTranslation() - pos)
to[bone] = bonematrix:FastToTable(to[bone]) to[bone] = bonematrix:FastToTable(to[bone])
@ -255,8 +255,8 @@ function CacheLerpBodyAnim()
v[4] = LerpL(transitionlerp, from[4], v[4]) v[4] = LerpL(transitionlerp, from[4], v[4])
end end
if not self.m then if not this.m then
self.m = Matrix(to[bone]) this.m = Matrix(to[bone])
else else
local bt = to[bone] local bt = to[bone]
local bt1 = bt[1] local bt1 = bt[1]
@ -264,12 +264,12 @@ function CacheLerpBodyAnim()
local bt3 = bt[3] local bt3 = bt[3]
slot15 = bt[4] slot15 = bt[4]
self.m:SetUnpacked(bt1[1], bt1[2], bt1[3], bt1[4], bt2[1], bt2[2], bt2[3], bt2[4], bt3[1], bt3[2], bt3[3], bt3[4], 0, 0, 0, 1) this.m:SetUnpacked(bt1[1], bt1[2], bt1[3], bt1[4], bt2[1], bt2[2], bt2[3], bt2[4], bt3[1], bt3[2], bt3[3], bt3[4], 0, 0, 0, 1)
end end
self.m:SetTranslation(self.m:GetTranslation() + pos) this.m:SetTranslation(this.m:GetTranslation() + pos)
self.m:SetScale(scalevec) this.m:SetScale(scalevec)
self:SetBoneMatrix(bone, self.m) this:SetBoneMatrix(bone, this.m)
end end
end end
@ -505,9 +505,8 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
if ply:Crouching() then if ply:Crouching() then
local from = BodyAnimCrouchLerpZ local from = BodyAnimCrouchLerpZ
local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() == "runnerhands" then if ply:UsingRH() then
from = ply:EyePos().z - 64 from = ply:EyePos().z - 64
end end

View file

@ -541,7 +541,7 @@ local function BeatrunReticle()
local wep = LocalPlayer():GetActiveWeapon() local wep = LocalPlayer():GetActiveWeapon()
if not IsValid(wep) or wep:GetClass() ~= "runnerhands" then return end if not IsValid(wep) or LocalPlayer():notUsingRH() then return end
surface.SetDrawColor(255, 255, 255) surface.SetDrawColor(255, 255, 255)
surface.SetMaterial(crosshair_standard) surface.SetMaterial(crosshair_standard)

View file

@ -1233,7 +1233,7 @@ local function JumpArmDraw(a, b, c)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() == "runnerhands" then if ply:UsingRH() then
if not worldarm[BodyAnimString] then if not worldarm[BodyAnimString] then
cam.Start3D(pos, ang) cam.Start3D(pos, ang)
cam.IgnoreZ(ignorezarm[BodyAnimString] or false) cam.IgnoreZ(ignorezarm[BodyAnimString] or false)

View file

@ -610,9 +610,8 @@ function ToggleBlindness(toggle)
if blinded then if blinded then
local ply = LocalPlayer() local ply = LocalPlayer()
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
local usingrh = IsValid(activewep) and activewep:GetClass() == "runnerhands"
if usingrh and activewep.RunWind1 then if ply:UsingRH() and activewep.RunWind1 then
activewep.RunWind1:Stop() activewep.RunWind1:Stop()
activewep.RunWind2:Stop() activewep.RunWind2:Stop()
end end

View file

@ -374,7 +374,7 @@ end
hook.Add("FinishMove", "BeatrunRHVelocity", function(ply, mv) hook.Add("FinishMove", "BeatrunRHVelocity", function(ply, mv)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() == "runnerhands" and activewep.SetOwnerVelocity then if ply:UsingRH() and activewep.SetOwnerVelocity then
activewep:SetOwnerVelocity(math.Round(mv:GetVelocity():Length())) activewep:SetOwnerVelocity(math.Round(mv:GetVelocity():Length()))
end end
end) end)

View file

@ -68,5 +68,20 @@ end
function playermeta:UsingRH(wep) function playermeta:UsingRH(wep)
local activewep = wep or self:GetActiveWeapon() local activewep = wep or self:GetActiveWeapon()
if IsValid(activewep) then return activewep:GetClass() == "runnerhands" end
if IsValid(activewep) and activewep:GetClass() == "runnerhands" then
return true
else
return false
end
end
function playermeta:notUsingRH(wep)
local activewep = wep or self:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then
return true
else
return false
end
end end

View file

@ -70,9 +70,7 @@ hook.Add("SetupMove", "JumpDetect", function(ply, mv, cmd)
end end
end end
local activewep = ply:GetActiveWeapon() if ply:UsingRH() then
if IsValid(activewep) and activewep:GetClass() == "runnerhands" then
ply:SetWasOnGround(ply:OnGround()) ply:SetWasOnGround(ply:OnGround())
return return

View file

@ -649,11 +649,7 @@ local function ClimbingCheck(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() and activewep.SendWeaponAnim then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh and activewep.SendWeaponAnim then
activewep:SendWeaponAnim(ACT_VM_HITCENTER) activewep:SendWeaponAnim(ACT_VM_HITCENTER)
activewep:SetBlockAnims(false) activewep:SetBlockAnims(false)
end end

View file

@ -1,4 +1,3 @@
local usingrh = nil
local punch = Angle(0.5, 0, 0) local punch = Angle(0.5, 0, 0)
local punchland = Angle(10, 0, 0.5) local punchland = Angle(10, 0, 0.5)
local punchthink = Angle() local punchthink = Angle()
@ -30,13 +29,9 @@ hook.Add("SetupMove", "CrouchJump", function(ply, mv, cmd)
ply:SetCrouchJumpBlocked(false) ply:SetCrouchJumpBlocked(false)
end end
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
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) 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
usingrh = activewep:GetClass() == "runnerhands"
end
if CLIENT then if CLIENT then
local ang = ply:EyeAngles() local ang = ply:EyeAngles()
ang.x = 0 ang.x = 0
@ -47,7 +42,7 @@ hook.Add("SetupMove", "CrouchJump", function(ply, mv, cmd)
BodyAnimCycle = 0 BodyAnimCycle = 0
BodyAnimCrouchLerp = 0 BodyAnimCrouchLerp = 0
if usingrh then if ply:UsingRH() then
BodyAnimCrouchLerpZ = mv:GetOrigin().z - 32 BodyAnimCrouchLerpZ = mv:GetOrigin().z - 32
else else
BodyAnimCrouchLerpZ = mv:GetOrigin().z BodyAnimCrouchLerpZ = mv:GetOrigin().z
@ -70,16 +65,10 @@ hook.Add("SetupMove", "CrouchJump", function(ply, mv, cmd)
ply:ViewPunch(punch) ply:ViewPunch(punch)
ply:SetViewOffsetDucked(Vector(0, 0, 28)) ply:SetViewOffsetDucked(Vector(0, 0, 28))
if usingrh then if ply:UsingRH() then
activewep:SendWeaponAnim(ACT_VM_HOLSTER) activewep:SendWeaponAnim(ACT_VM_HOLSTER)
end end
elseif (ply:OnGround() or ply:GetCrouchJumpTime() < CurTime() or not ply:Alive()) and ply:GetCrouchJump() then elseif (ply:OnGround() or ply:GetCrouchJumpTime() < CurTime() or not ply:Alive()) and ply:GetCrouchJump() then
local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then
usingrh = activewep:GetClass() == "runnerhands"
end
if game.SinglePlayer() then if game.SinglePlayer() then
net.Start("CrouchJumpSP") net.Start("CrouchJumpSP")
net.WriteBool(false) net.WriteBool(false)
@ -88,7 +77,7 @@ hook.Add("SetupMove", "CrouchJump", function(ply, mv, cmd)
ply:SetCrouchJump(false) ply:SetCrouchJump(false)
if usingrh and IsValid(activewep) then if ply:UsingRH() then
activewep:SendWeaponAnim(ACT_VM_DRAW) activewep:SendWeaponAnim(ACT_VM_DRAW)
end end

View file

@ -36,7 +36,6 @@ if game.SinglePlayer() and CLIENT then
end end
hook.Add("PlayerStepSoundTime", "MEStepTime", function(ply, step, walking) hook.Add("PlayerStepSoundTime", "MEStepTime", function(ply, step, walking)
local activewep = ply:GetActiveWeapon()
local sprint = ply:GetMEMoveLimit() < speed_limit:GetInt() - 25 local sprint = ply:GetMEMoveLimit() < speed_limit:GetInt() - 25
local stepmod = ply:GetStepRight() and 1 or -1 local stepmod = ply:GetStepRight() and 1 or -1
local stepvel = 1.25 local stepvel = 1.25
@ -51,7 +50,7 @@ hook.Add("PlayerStepSoundTime", "MEStepTime", function(ply, step, walking)
local stepmod2 = 1 local stepmod2 = 1
local stepmod3 = 1 local stepmod3 = 1
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then if ply:notUsingRH() then
stepmod2 = 0.25 stepmod2 = 0.25
if not ply:IsSprinting() then if not ply:IsSprinting() then
@ -59,7 +58,7 @@ hook.Add("PlayerStepSoundTime", "MEStepTime", function(ply, step, walking)
end end
end end
if not ply:Crouching() and not ply:KeyDown(IN_WALK) then if not ply:Crouching() and not walking then
if game.SinglePlayer() then if game.SinglePlayer() then
local intensity = ply:GetInfoNum("Beatrun_ViewbobIntensity", 20) / 20 local intensity = ply:GetInfoNum("Beatrun_ViewbobIntensity", 20) / 20
@ -212,8 +211,7 @@ hook.Add("OnPlayerHitGround", "MELandSound", function(ply, water, floater, speed
end) end)
hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd) hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local usingrh = ply:UsingRH()
local usingrh = IsValid(activewep) and activewep:GetClass() == "runnerhands"
local ismoving = (mv:KeyDown(IN_FORWARD) or not ply:OnGround() or ply:Crouching()) and not mv:KeyDown(IN_BACK) and ply:Alive() and (mv:GetVelocity():Length() > 50 or ply:GetMantle() ~= 0 or ply:Crouching()) local ismoving = (mv:KeyDown(IN_FORWARD) or not ply:OnGround() or ply:Crouching()) and not mv:KeyDown(IN_BACK) and ply:Alive() and (mv:GetVelocity():Length() > 50 or ply:GetMantle() ~= 0 or ply:Crouching())
if (CLIENT or game.SinglePlayer()) and CurTime() > (ply:GetStepRelease() or 0) and ply.FootstepReleaseLand then if (CLIENT or game.SinglePlayer()) and CurTime() > (ply:GetStepRelease() or 0) and ply.FootstepReleaseLand then
@ -261,7 +259,7 @@ hook.Add("SetupMove", "MESetupMove", function(ply, mv, cmd)
local weaponspeed = 150 local weaponspeed = 150
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then if ply:notUsingRH() then
weaponspeed = speed_limit:GetInt() weaponspeed = speed_limit:GetInt()
end end

View file

@ -9,10 +9,7 @@ if CLIENT then
if disable_grapple:GetBool() and Course_Name == "" then return end if disable_grapple:GetBool() and Course_Name == "" then return end
if ply:GetMantle() ~= 0 or ply:GetClimbing() ~= 0 then return end if ply:GetMantle() ~= 0 or ply:GetClimbing() ~= 0 then return end
if not ply:Alive() or Course_Name ~= "" then return end if not ply:Alive() or Course_Name ~= "" then return end
if ply:notUsingRH() then return end
local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then return end
if ply:GetMoveType() == MOVETYPE_NOCLIP then return end if ply:GetMoveType() == MOVETYPE_NOCLIP then return end
if GetGlobalBool("GM_INFECTION") or GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") then return end if GetGlobalBool("GM_INFECTION") or GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") then return end
@ -60,8 +57,7 @@ hook.Add("SetupMove", "Grapple", function(ply, mv, cmd)
if not ply:Alive() or Course_Name ~= "" and ply:GetNW2Int("CPNum", 1) ~= -1 and not ply:GetNW2Entity("Swingrope"):IsValid() then return end if not ply:Alive() or Course_Name ~= "" and ply:GetNW2Int("CPNum", 1) ~= -1 and not ply:GetNW2Entity("Swingrope"):IsValid() then return end
if GetGlobalBool("GM_INFECTION") or GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") and not ply:GetNW2Entity("Swingrope"):IsValid() then return end if GetGlobalBool("GM_INFECTION") or GetGlobalBool("GM_DATATHEFT") or GetGlobalBool("GM_DEATHMATCH") and not ply:GetNW2Entity("Swingrope"):IsValid() then return end
local activewep = ply:GetActiveWeapon() local usingrh = ply:UsingRH()
local usingrh = IsValid(activewep) and activewep:GetClass() == "runnerhands"
if not ply.Grapple_tr then if not ply.Grapple_tr then
ply.Grapple_tr = {} ply.Grapple_tr = {}

View file

@ -105,7 +105,7 @@ local doors = {
} }
local function KeyMelee(ply, mv) local function KeyMelee(ply, mv)
return mv:KeyPressed(IN_ALT2) or mv:KeyPressed(IN_ATTACK) and IsValid(ply:GetActiveWeapon()) and ply:GetActiveWeapon():GetClass() == "runnerhands" return mv:KeyPressed(IN_ALT2) or mv:KeyPressed(IN_ATTACK) and ply:UsingRH()
end end
local function MeleeType(ply, mv, cmd) local function MeleeType(ply, mv, cmd)

View file

@ -38,9 +38,7 @@ function DoJumpTurnStand()
VMLegs:Remove() VMLegs:Remove()
end end
local activewep = LocalPlayer():GetActiveWeapon() if LocalPlayer():notUsingRH() then
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then
BodyAnim:SetSequence("jumpturnlandstandgun") BodyAnim:SetSequence("jumpturnlandstandgun")
else else
BodyAnim:SetSequence("jumpturnlandstand") BodyAnim:SetSequence("jumpturnlandstand")
@ -56,7 +54,7 @@ end
local standpunch = Angle(-5, 0, 0) local standpunch = Angle(-5, 0, 0)
local function Quickturn(ply, mv, cmd) local function Quickturn(ply, mv, cmd)
local keypressed = ply:Alive() and mv:KeyPressed(IN_ATTACK2) and (ply:GetInfoNum("Beatrun_QuickturnHandsOnly", 0) == 1 and ply:GetActiveWeapon():GetClass() == "runnerhands" or ply:GetInfoNum("Beatrun_QuickturnHandsOnly", 0) == 0) local keypressed = ply:Alive() and mv:KeyPressed(IN_ATTACK2) and (ply:GetInfoNum("Beatrun_QuickturnHandsOnly", 0) == 1 and ply:UsingRH() or ply:GetInfoNum("Beatrun_QuickturnHandsOnly", 0) == 0)
if ply:GetWallrun() ~= 0 then if ply:GetWallrun() ~= 0 then
if mv:KeyDown(IN_BACK) and mv:KeyPressed(IN_JUMP) or ply:GetQuickturn() then if mv:KeyDown(IN_BACK) and mv:KeyPressed(IN_JUMP) or ply:GetQuickturn() then
@ -118,14 +116,7 @@ local function Quickturn(ply, mv, cmd)
end end
end end
local usingrh = false if not ply:UsingRH() and ply:GetWallrun() >= 2 then return end
local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then
usingrh = activewep:GetClass() == "runnerhands"
end
if not usingrh and ply:GetWallrun() >= 2 then return end
ply:SetQuickturn(true) ply:SetQuickturn(true)
ply:SetQuickturnTime(CurTime()) ply:SetQuickturnTime(CurTime())
@ -147,11 +138,7 @@ local function Quickturn(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh then
activewep:SendWeaponAnim(ACT_VM_PRIMARYATTACK) activewep:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
activewep:SetBlockAnims(true) activewep:SetBlockAnims(true)
end end
@ -204,9 +191,8 @@ local function Quickturn(ply, mv, cmd)
end end
standpunch.x = -math.abs(math.min(CurTime() - ply:GetJumpTurnRecovery() + 0.5, 0)) standpunch.x = -math.abs(math.min(CurTime() - ply:GetJumpTurnRecovery() + 0.5, 0))
local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() ~= "runnerhands" then if ply:notUsingRH() then
standpunch.x = standpunch.x * 0.1 standpunch.x = standpunch.x * 0.1
standpunch.z = standpunch.x * 10 standpunch.z = standpunch.x * 10
else else

View file

@ -68,10 +68,10 @@ net.Receive("RollAnimSP", function()
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1.5 roll.BodyAnimSpeed = 1.5
else else
if ply:GetActiveWeapon():GetClass() ~= "runnerhands" then if ply:UsingRH() then
roll.AnimString = "merollgun"
else
roll.AnimString = "meroll" roll.AnimString = "meroll"
else
roll.AnimString = "merollgun"
end end
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
@ -172,10 +172,10 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
ply:SetSafetyRollAng(ang) ply:SetSafetyRollAng(ang)
ply:SetSafetyRollTime(CurTime() + 1.05) ply:SetSafetyRollTime(CurTime() + 1.05)
if ply:GetActiveWeapon():GetClass() ~= "runnerhands" then if ply:UsingRH() then
roll.AnimString = "merollgun"
else
roll.AnimString = "meroll" roll.AnimString = "meroll"
else
roll.AnimString = "merollgun"
end end
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"

View file

@ -48,7 +48,7 @@ end
local function PlayVaultAnim(ply, legs, ang) local function PlayVaultAnim(ply, legs, ang)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() == "runnerhands" and activewep:GetSequence() == 17 then if ply:UsingRH() and activewep:GetSequence() == 17 then
activewep:SendWeaponAnim(ACT_VM_DRAW) activewep:SendWeaponAnim(ACT_VM_DRAW)
end end
@ -764,7 +764,7 @@ hook.Add("SetupMove", "BeatrunVaulting", function(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) and activewep:GetClass() == "runnerhands" and mantletype == 1 then if ply:UsingRH() and mantletype == 1 then
activewep:SendWeaponAnim(ACT_VM_RECOIL1) activewep:SendWeaponAnim(ACT_VM_RECOIL1)
end end
end end

View file

@ -105,11 +105,7 @@ local function WallrunningThink(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh then
activewep:SendWeaponAnim(ACT_VM_HITCENTER) activewep:SendWeaponAnim(ACT_VM_HITCENTER)
activewep:SetBlockAnims(false) activewep:SetBlockAnims(false)
end end
@ -132,11 +128,7 @@ local function WallrunningThink(ply, mv, cmd)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh then
activewep:SendWeaponAnim(ACT_VM_HITCENTER) activewep:SendWeaponAnim(ACT_VM_HITCENTER)
activewep:SetBlockAnims(false) activewep:SetBlockAnims(false)
end end

View file

@ -198,11 +198,7 @@ function PuristWallrunningThink(ply, mv, cmd, wr, wrtimeremains)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh then
activewep:SendWeaponAnim(ACT_VM_HITCENTER) activewep:SendWeaponAnim(ACT_VM_HITCENTER)
activewep:SetBlockAnims(false) activewep:SetBlockAnims(false)
end end
@ -225,11 +221,7 @@ function PuristWallrunningThink(ply, mv, cmd, wr, wrtimeremains)
local activewep = ply:GetActiveWeapon() local activewep = ply:GetActiveWeapon()
if IsValid(activewep) then if ply:UsingRH() then
usingrh = activewep:GetClass() == "runnerhands"
end
if usingrh then
activewep:SendWeaponAnim(ACT_VM_HITCENTER) activewep:SendWeaponAnim(ACT_VM_HITCENTER)
activewep:SetBlockAnims(false) activewep:SetBlockAnims(false)
end end