mirror of
https://github.com/JonnyBro/beatrun.git
synced 2024-12-28 12:53:02 +05:00
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:
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).
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* Added a ConVar to allow QuickTurn with any weapon or only with *Runner Hands* - `Beatrun_QuickturnHandsOnly`.
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* Added a ConVar to allow QuickTurn with any weapon or only with *Runner Hands* - `Beatrun_QuickturnHandsOnly`.
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* Implemented Discord Rich Presence using open source tools (See [credits](https://github.com/JonnyBro/beatrun?tab=readme-ov-file#credits-3)).
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* Implemented Discord Rich Presence using open source tools (See [credits](https://github.com/JonnyBro/beatrun?tab=readme-ov-file#credits-3)).
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* Added small camera punch when diving.
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* Added small camera punch when diving.
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* Added the ability to remove ziplines that created with *Zipline Gun* - RMB.
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* Added the ability to remove ziplines that created with *Zipline Gun* - `RMB`.
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* Fixed some playermodels show up as ERROR.
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* SteamID in the right corner is no longer present.
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* SteamID in the right corner is no longer present.
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## Notable changes and fixes done by the community
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## Notable changes and fixes done by the community
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* Made QuickTurn work only with `Runner Hands`.
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* Fixed leaderboard sorting in gamemodes.
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* Fixed leaderboard sorting in gamemodes.
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* Fixed grapple usage in courses and gamemodes.
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* Fixed grapple usage in courses and gamemodes.
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* Fixed a crash in DataTheft when touching data bank.
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* Fixed a crash in DataTheft when touching data bank.
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@ -343,8 +343,8 @@ function StartBodyAnim(animtable)
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if not IsValid(ply:GetHands()) then return end
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if not IsValid(ply:GetHands()) then return end
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local plymodel = ply
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local plymodel = ply
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local playermodel = string.Replace(ply:GetModel(), "models/models/", "models/")
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local playermodel = ply:GetModel()
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local handsmodel = string.Replace(ply:GetHands():GetModel(), "models/models/", "models/")
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local handsmodel = ply:GetHands():GetModel()
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if usefullbody == 2 then
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if usefullbody == 2 then
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BodyAnimMDL = ClientsideModel(playermodel, RENDERGROUP_BOTH)
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BodyAnimMDL = ClientsideModel(playermodel, RENDERGROUP_BOTH)
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@ -480,8 +480,7 @@ function BodyAnimCalcView2(ply, pos, angles, fov)
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return
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return
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end
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end
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-- This is the issue with disappearing model when sliding, should be fixed for now
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if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then
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if IsValid(BodyAnim) and pos:Distance(ply:EyePos()) > 20 then -- TODO: Something if appears again...
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if updatethirdperson then
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if updatethirdperson then
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ply:SetNoDraw(false)
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ply:SetNoDraw(false)
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BodyAnim:SetNoDraw(true)
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BodyAnim:SetNoDraw(true)
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@ -9,6 +9,7 @@ local discord_start = discord_start or -1
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function DiscordUpdate()
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function DiscordUpdate()
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local ply = LocalPlayer()
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local ply = LocalPlayer()
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if not ply.GetLevel then return end
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if not ply.GetLevel then return end
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local rpc_data = {}
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local rpc_data = {}
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@ -16,6 +16,7 @@ local vignettealpha = 0
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local function FallCheck()
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local function FallCheck()
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local ply = LocalPlayer()
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local ply = LocalPlayer()
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if not IsValid(ply) then return end
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if not IsValid(ply) then return end
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local speed = ply:GetVelocity().z
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local speed = ply:GetVelocity().z
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if not ply.FallStatic and speed <= -800 and ply:GetMoveType() ~= MOVETYPE_NOCLIP and ply:GetDive() == false then
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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 = {
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local ignorebac = {
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local ignorebac = {
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evaderoll = true,
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evaderoll = true,
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meroll = true
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meroll = true,
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merollgun = true
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}
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}
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local customspeed = {
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local customspeed = {
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@ -3,17 +3,23 @@ local domain = CreateClientConVar("Beatrun_Domain", "courses.beatrun.ru", true,
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local QueuedArgs = NULL
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local QueuedArgs = NULL
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local QueuedFunction = NULL
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local QueuedFunction = NULL
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concommand.Add("beatrun_confirm", function()
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concommand.Add("Beatrun_Confirm", function()
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if QueuedArgs and QueuedFunction then
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if QueuedArgs and QueuedFunction then
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QueuedFunction(QueuedArgs)
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QueuedFunction(QueuedArgs)
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return
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return
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end
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end
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if QueuedFunction then
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if QueuedFunction then
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QueuedFunction()
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QueuedFunction()
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return
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return
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end
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end
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end)
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end)
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concommand.Add("beatrun_cancel", function()
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concommand.Add("Beatrun_Cancel", function()
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QueuedArgs = NULL
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QueuedFunction = NULL
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QueuedFunction = NULL
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end)
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end)
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@ -54,8 +60,9 @@ end
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concommand.Add("Beatrun_UploadCourse", function()
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concommand.Add("Beatrun_UploadCourse", function()
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QueuedFunction = UploadCourse
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QueuedFunction = UploadCourse
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print("You're trying to upload a course with the name "..Course_Name.." and on map "..game.GetMap()..".")
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print("Write beatrun_confirm to continue, or beatrun_cancel to stop.")
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print("You're trying to upload a course with the name " .. Course_Name .. " and on map " .. game.GetMap() .. ".")
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print("Write Beatrun_Confirm to continue, or Beatrun_Cancel to cancel.")
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end)
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end)
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function GetCourse(sharecode)
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function GetCourse(sharecode)
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@ -128,6 +135,7 @@ end
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concommand.Add("Beatrun_UpdateCode", function(ply, cmd, args, argstr)
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concommand.Add("Beatrun_UpdateCode", function(ply, cmd, args, argstr)
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QueuedFunction = UpdateCourse
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QueuedFunction = UpdateCourse
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QueuedArgs = args[1]
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QueuedArgs = args[1]
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print("You're trying to update a course with this code: "..args[1]..", with a course on map "..game.GetMap().." and name "..Course_Name..".")
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print("Write beatrun_confirm to continue, or beatrun_cancel to stop.")
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print("You're trying to update a course with this code: " .. args[1] .. ", with a course on map " .. game.GetMap() .. " and name " .. Course_Name .. ".")
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end)
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print("Write Beatrun_Confirm to continue, or Beatrun_Cancel to cancel.")
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end)
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@ -7,6 +7,7 @@ local refresh_time = 60
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local function UpdateRichPresence()
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local function UpdateRichPresence()
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local ply = LocalPlayer()
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local ply = LocalPlayer()
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if not ply.GetLevel then return end
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if not ply.GetLevel then return end
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local map = game.GetMap()
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local map = game.GetMap()
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@ -24,4 +24,4 @@ hook.Add("PostRender", "Watermark", function()
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surface.DrawText(LocalPlayer():Nick())
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surface.DrawText(LocalPlayer():Nick())
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cam.End2D()
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cam.End2D()
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end)
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end)
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]]
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--]]
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@ -72,4 +72,4 @@ local function ToggleWhitescale()
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end
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end
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end
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end
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concommand.Add("ToggleWhitescale", ToggleWhitescale)
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concommand.Add("Beatrun_ToggleWhitescale", ToggleWhitescale)
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@ -1,5 +1,4 @@
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local meta = FindMetaTable("Player")
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local meta = FindMetaTable("Player")
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-- local XP_max = 2000000
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local XP_ratiocache = nil
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local XP_ratiocache = nil
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local parkourevent_lastpos = Vector()
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local parkourevent_lastpos = Vector()
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@ -57,6 +57,8 @@ local roll = {
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}
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}
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net.Receive("RollAnimSP", function()
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net.Receive("RollAnimSP", function()
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local ply = LocalPlayer()
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if net.ReadBool() then
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if net.ReadBool() then
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roll.AnimString = "land"
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roll.AnimString = "land"
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roll.animmodelstring = "climbanim"
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roll.animmodelstring = "climbanim"
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@ -66,7 +68,12 @@ net.Receive("RollAnimSP", function()
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roll.animmodelstring = "climbanim"
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roll.animmodelstring = "climbanim"
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roll.BodyAnimSpeed = 1.5
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roll.BodyAnimSpeed = 1.5
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else
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else
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roll.AnimString = "meroll"
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if ply:GetActiveWeapon():GetClass() ~= "runnerhands" then
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roll.AnimString = "merollgun"
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else
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roll.AnimString = "meroll"
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end
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roll.animmodelstring = "climbanim"
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roll.animmodelstring = "climbanim"
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roll.BodyAnimSpeed = 1.15
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roll.BodyAnimSpeed = 1.15
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end
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end
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@ -165,7 +172,12 @@ hook.Add("OnPlayerHitGround", "SafetyRoll", function(ply, water, floater, speed)
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ply:SetSafetyRollAng(ang)
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ply:SetSafetyRollAng(ang)
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ply:SetSafetyRollTime(CurTime() + 1.05)
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ply:SetSafetyRollTime(CurTime() + 1.05)
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roll.AnimString = "meroll"
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if ply:GetActiveWeapon():GetClass() ~= "runnerhands" then
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roll.AnimString = "merollgun"
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else
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roll.AnimString = "meroll"
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end
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roll.animmodelstring = "climbanim"
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roll.animmodelstring = "climbanim"
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roll.usefullbody = false
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roll.usefullbody = false
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end
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end
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@ -105,7 +105,6 @@ local function ZiplineCheck(ply, mv, cmd, zipline)
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ply:SetCrouchJumpBlocked(false)
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ply:SetCrouchJumpBlocked(false)
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if CLIENT and IsFirstTimePredicted() then
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if CLIENT and IsFirstTimePredicted() then
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-- local zipline = ply:GetZipline()
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ply.OrigEyeAng = (endpos - startpos):Angle()
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ply.OrigEyeAng = (endpos - startpos):Angle()
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elseif game.SinglePlayer() then
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elseif game.SinglePlayer() then
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net.Start("Zipline_SPFix")
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net.Start("Zipline_SPFix")
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