new anims + some fixes (dunno why do you need to replace model's path, I tested gmod's and modded models and they are fine)

This commit is contained in:
Jonny_Bro (Nikita) 2023-09-30 14:57:24 +05:00
parent cd1c14b037
commit bf304985f3
27 changed files with 41 additions and 20 deletions

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@ -50,11 +50,11 @@ Installer's source can be found [here](/BeatrunAnimInstaller).
* Added a ConVar to allow QuickTurn with any weapon or only with *Runner Hands* - `Beatrun_QuickturnHandsOnly`. * Added a ConVar to allow QuickTurn with any weapon or only with *Runner Hands* - `Beatrun_QuickturnHandsOnly`.
* Implemented Discord Rich Presence using open source tools (See [credits](https://github.com/JonnyBro/beatrun?tab=readme-ov-file#credits-3)). * Implemented Discord Rich Presence using open source tools (See [credits](https://github.com/JonnyBro/beatrun?tab=readme-ov-file#credits-3)).
* Added small camera punch when diving. * Added small camera punch when diving.
* Added the ability to remove ziplines that created with *Zipline Gun* - RMB. * Added the ability to remove ziplines that created with *Zipline Gun* - `RMB`.
* Fixed some playermodels show up as ERROR.
* SteamID in the right corner is no longer present. * SteamID in the right corner is no longer present.
## Notable changes and fixes done by the community ## Notable changes and fixes done by the community
* Made QuickTurn work only with `Runner Hands`.
* Fixed leaderboard sorting in gamemodes. * Fixed leaderboard sorting in gamemodes.
* Fixed grapple usage in courses and gamemodes. * Fixed grapple usage in courses and gamemodes.
* Fixed a crash in DataTheft when touching data bank. * Fixed a crash in DataTheft when touching data bank.

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@ -343,8 +343,8 @@ function StartBodyAnim(animtable)
if not IsValid(ply:GetHands()) then return end if not IsValid(ply:GetHands()) then return end
local plymodel = ply local plymodel = ply
local playermodel = string.Replace(ply:GetModel(), "models/models/", "models/") local playermodel = ply:GetModel()
local handsmodel = string.Replace(ply:GetHands():GetModel(), "models/models/", "models/") local handsmodel = ply:GetHands():GetModel()
if usefullbody == 2 then if usefullbody == 2 then
BodyAnimMDL = ClientsideModel(playermodel, RENDERGROUP_BOTH) BodyAnimMDL = ClientsideModel(playermodel, RENDERGROUP_BOTH)
@ -480,8 +480,7 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
return return
end end
-- This is the issue with disappearing model when sliding, should be fixed for now if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then
if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then -- TODO: Something if appears again...
if updatethirdperson then if updatethirdperson then
ply:SetNoDraw(false) ply:SetNoDraw(false)
BodyAnim:SetNoDraw(true) BodyAnim:SetNoDraw(true)

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@ -9,6 +9,7 @@ local discord_start = discord_start or -1
function DiscordUpdate() function DiscordUpdate()
local ply = LocalPlayer() local ply = LocalPlayer()
if not ply.GetLevel then return end if not ply.GetLevel then return end
local rpc_data = {} local rpc_data = {}

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@ -16,6 +16,7 @@ local vignettealpha = 0
local function FallCheck() local function FallCheck()
local ply = LocalPlayer() local ply = LocalPlayer()
if not IsValid(ply) then return end if not IsValid(ply) then return end
local speed = ply:GetVelocity().z local speed = ply:GetVelocity().z
if not ply.FallStatic and speed <= -800 and ply:GetMoveType() ~= MOVETYPE_NOCLIP and ply:GetDive() == false then if not ply.FallStatic and speed <= -800 and ply:GetMoveType() ~= MOVETYPE_NOCLIP and ply:GetDive() == false then

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@ -486,7 +486,8 @@ local nocyclereset = {
local ignorebac = { local ignorebac = {
evaderoll = true, evaderoll = true,
meroll = true meroll = true,
merollgun = true
} }
local customspeed = { local customspeed = {

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@ -3,17 +3,23 @@ local domain = CreateClientConVar("Beatrun_Domain", "courses.beatrun.ru", true,
local QueuedArgs = NULL local QueuedArgs = NULL
local QueuedFunction = NULL local QueuedFunction = NULL
concommand.Add("beatrun_confirm", function()
concommand.Add("Beatrun_Confirm", function()
if QueuedArgs and QueuedFunction then if QueuedArgs and QueuedFunction then
QueuedFunction(QueuedArgs) QueuedFunction(QueuedArgs)
return return
end end
if QueuedFunction then if QueuedFunction then
QueuedFunction() QueuedFunction()
return return
end end
end) end)
concommand.Add("beatrun_cancel", function()
concommand.Add("Beatrun_Cancel", function()
QueuedArgs = NULL
QueuedFunction = NULL QueuedFunction = NULL
end) end)
@ -54,8 +60,9 @@ end
concommand.Add("Beatrun_UploadCourse", function() concommand.Add("Beatrun_UploadCourse", function()
QueuedFunction = UploadCourse QueuedFunction = UploadCourse
print("You're trying to upload a course with the name "..Course_Name.." and on map "..game.GetMap()..".")
print("Write beatrun_confirm to continue, or beatrun_cancel to stop.") print("You're trying to upload a course with the name " .. Course_Name .. " and on map " .. game.GetMap() .. ".")
print("Write Beatrun_Confirm to continue, or Beatrun_Cancel to cancel.")
end) end)
function GetCourse(sharecode) function GetCourse(sharecode)
@ -128,6 +135,7 @@ end
concommand.Add("Beatrun_UpdateCode", function(ply, cmd, args, argstr) concommand.Add("Beatrun_UpdateCode", function(ply, cmd, args, argstr)
QueuedFunction = UpdateCourse QueuedFunction = UpdateCourse
QueuedArgs = args[1] QueuedArgs = args[1]
print("You're trying to update a course with this code: "..args[1]..", with a course on map "..game.GetMap().." and name "..Course_Name..".")
print("Write beatrun_confirm to continue, or beatrun_cancel to stop.") print("You're trying to update a course with this code: " .. args[1] .. ", with a course on map " .. game.GetMap() .. " and name " .. Course_Name .. ".")
print("Write Beatrun_Confirm to continue, or Beatrun_Cancel to cancel.")
end) end)

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@ -7,6 +7,7 @@ local refresh_time = 60
local function UpdateRichPresence() local function UpdateRichPresence()
local ply = LocalPlayer() local ply = LocalPlayer()
if not ply.GetLevel then return end if not ply.GetLevel then return end
local map = game.GetMap() local map = game.GetMap()

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@ -24,4 +24,4 @@ hook.Add("PostRender", "Watermark", function()
surface.DrawText(LocalPlayer():Nick()) surface.DrawText(LocalPlayer():Nick())
cam.End2D() cam.End2D()
end) end)
]] --]]

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@ -72,4 +72,4 @@ local function ToggleWhitescale()
end end
end end
concommand.Add("ToggleWhitescale", ToggleWhitescale) concommand.Add("Beatrun_ToggleWhitescale", ToggleWhitescale)

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@ -1,5 +1,4 @@
local meta = FindMetaTable("Player") local meta = FindMetaTable("Player")
-- local XP_max = 2000000
local XP_ratiocache = nil local XP_ratiocache = nil
local parkourevent_lastpos = Vector() local parkourevent_lastpos = Vector()

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@ -57,6 +57,8 @@ local roll = {
} }
net.Receive("RollAnimSP", function() net.Receive("RollAnimSP", function()
local ply = LocalPlayer()
if net.ReadBool() then if net.ReadBool() then
roll.AnimString = "land" roll.AnimString = "land"
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
@ -65,8 +67,13 @@ net.Receive("RollAnimSP", function()
roll.AnimString = "evaderoll" roll.AnimString = "evaderoll"
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1.5 roll.BodyAnimSpeed = 1.5
else
if ply:GetActiveWeapon():GetClass() ~= "runnerhands" then
roll.AnimString = "merollgun"
else else
roll.AnimString = "meroll" roll.AnimString = "meroll"
end
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
roll.BodyAnimSpeed = 1.15 roll.BodyAnimSpeed = 1.15
end end
@ -165,7 +172,12 @@ 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
roll.AnimString = "merollgun"
else
roll.AnimString = "meroll" roll.AnimString = "meroll"
end
roll.animmodelstring = "climbanim" roll.animmodelstring = "climbanim"
roll.usefullbody = false roll.usefullbody = false
end end

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@ -105,7 +105,6 @@ local function ZiplineCheck(ply, mv, cmd, zipline)
ply:SetCrouchJumpBlocked(false) ply:SetCrouchJumpBlocked(false)
if CLIENT and IsFirstTimePredicted() then if CLIENT and IsFirstTimePredicted() then
-- local zipline = ply:GetZipline()
ply.OrigEyeAng = (endpos - startpos):Angle() ply.OrigEyeAng = (endpos - startpos):Angle()
elseif game.SinglePlayer() then elseif game.SinglePlayer() then
net.Start("Zipline_SPFix") net.Start("Zipline_SPFix")