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kinda fixed sliding S roll (quickturn)
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2 changed files with 5 additions and 3 deletions
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@ -98,7 +98,7 @@ local function Quickturn(ply, mv, cmd)
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elseif (lookahead or lookbehind) and ply:WaterLevel() < 3 and not IsValid(ply:GetSwingbar()) and not IsValid(ply:GetZipline()) then
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if CLIENT and IsFirstTimePredicted() then
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DoJumpTurn(lookbehind)
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elseif SERVER and game.SinglePlayer() then
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elseif game.SinglePlayer() then
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ply:SendLua("DoJumpTurn(" .. tostring(lookbehind) .. ")")
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end
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@ -578,7 +578,7 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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end
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if mv:KeyPressed(IN_BACK) and ply:GetMelee() == 0 and ply:GetSlidingTime() < CT + slidetime * 0.95 then
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if CLIENT or game.SinglePlayer() then
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if CLIENT and IsFirstTimePredicted() or game.SinglePlayer() then
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cmd:SetViewAngles(ply:GetSlidingAngle())
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end
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@ -589,14 +589,16 @@ hook.Add("SetupMove", "qslide", function(ply, mv, cmd)
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ply:SetQuickturnTime(CT)
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ply:SetQuickturnAng(cmd:GetViewAngles())
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if CLIENT then
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if CLIENT and IsFirstTimePredicted() then
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DoJumpTurn(false)
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elseif game.SinglePlayer() then
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ply:SendLua("DoJumpTurn(false)")
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end
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ply:SetJumpTurn(true)
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ply:ViewPunch(Angle(2.5, 0, 5))
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ply:SetViewOffsetDucked(Vector(0, 0, 17))
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ply:SetViewOffset(Vector(0, 0, 64))
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