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313
lua/weapons/weapon_vj_melee_base_v2/ai_translations.lua
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313
lua/weapons/weapon_vj_melee_base_v2/ai_translations.lua
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@@ -0,0 +1,313 @@
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
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| Maloy, DrPepper10 @ RIP, Atle!
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||||
|
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||||
| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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function SWEP:SetupWeaponHoldTypeForAI(htype)
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local idlesaw = ACT_IDLE
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local runsaw = ACT_RUN
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local run = ACT_RUN
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local idle = ACT_IDLE
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local walk = ACT_WALK
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local walksaw = ACT_WALK
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local melee = ACT_MELEE_ATTACK_SWING
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local meleesaw = ACT_MELEE_ATTACK_SWING
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if self.NPC_AnimationSet == "Rebel" then
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run = ACT_RUN
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walk = ACT_DOD_PRONE_AIM_MP44
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melee = ACT_MELEE_ATTACK_SWING
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idle = ACT_IDLE
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idlesaw = ACT_IDLE_SHOTGUN_AGITATED
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runsaw = ACT_RUN_RIFLE
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walksaw = ACT_WALK_RIFLE
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meleesaw = ACT_RANGE_ATTACK_SHOTGUN
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end
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if self.NPC_AnimationSet == "Combine" then
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run = ACT_RUN_RIFLE
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walk = VJ_SequenceToActivity(self.Owner,"walkunarmed_all")
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melee = ACT_MELEE_ATTACK1
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idle = VJ_SequenceToActivity(self.Owner,"idle_unarmed")
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idlesaw = ACT_IDLE_SHOTGUN
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runsaw = ACT_RUN_AIM_SHOTGUN
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walksaw = ACT_WALK_UNARMED
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meleesaw = ACT_MELEE_ATTACK1
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end
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self.ActivityTranslateAI = {}
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-- revolver2 or pistol2
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = melee
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = melee
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = melee
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = melee
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_IDLE] = idle
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idle
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/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idle
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idle*/
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self.ActivityTranslateAI[ACT_WALK] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM] = walk
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/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk
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self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk
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self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/
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self.ActivityTranslateAI[ACT_RUN] = run
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self.ActivityTranslateAI[ACT_RUN_AIM] = run
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/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run
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self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run
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self.ActivityTranslateAI[ACT_RUN_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AGITATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/
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if htype == "ar2" or htype == "smg" then
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if htype == "ar2" or rifleOverride == true then --melee
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = melee
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = melee
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = melee
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = melee
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_IDLE] = idle
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idle
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/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idle
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idle
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self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idle*/
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self.ActivityTranslateAI[ACT_WALK] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM] = walk
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/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk
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self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk
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self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/
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self.ActivityTranslateAI[ACT_RUN] = run
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self.ActivityTranslateAI[ACT_RUN_AIM] = run
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/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run
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self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run
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self.ActivityTranslateAI[ACT_RUN_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AGITATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/
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elseif htype == "smg" then -- melee2
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE2
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_MELEE2
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/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_MELEE2
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self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_MELEE2*/
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self.ActivityTranslateAI[ACT_WALK] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM] = walk
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/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk
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self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk
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self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/
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self.ActivityTranslateAI[ACT_RUN] = run
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self.ActivityTranslateAI[ACT_RUN_AIM] = run
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/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run
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self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run
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self.ActivityTranslateAI[ACT_RUN_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AGITATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/
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end
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elseif htype == "crossbow" or htype == "shotgun" then -- fists
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if htype == "crossbow" or rifleOverride == true then --saw
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = meleesaw
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = meleesaw
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = meleesaw
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = meleesaw
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_IDLE] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idlesaw
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/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idlesaw
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self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idlesaw*/
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self.ActivityTranslateAI[ACT_WALK] = walksaw
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self.ActivityTranslateAI[ACT_WALK_AIM] = walksaw
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/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walksaw
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self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walksaw
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self.ActivityTranslateAI[ACT_WALK_RELAXED] = walksaw
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self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walksaw
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self.ActivityTranslateAI[ACT_WALK_AGITATED] = walksaw
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self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walksaw
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self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walksaw
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self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walksaw*/
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self.ActivityTranslateAI[ACT_RUN] = runsaw
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self.ActivityTranslateAI[ACT_RUN_AIM] = runsaw
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/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = runsaw
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self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = runsaw
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self.ActivityTranslateAI[ACT_RUN_RELAXED] = runsaw
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self.ActivityTranslateAI[ACT_RUN_STIMULATED] = runsaw
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self.ActivityTranslateAI[ACT_RUN_AGITATED] = runsaw
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self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = runsaw
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self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = runsaw
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self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = runsaw*/
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elseif htype == "shotgun" then -- fist
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_FIST
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
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self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_FIST
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/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_FIST
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self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_FIST*/
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self.ActivityTranslateAI[ACT_WALK] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM] = walk
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/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk
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self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk
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self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk
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self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/
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self.ActivityTranslateAI[ACT_RUN] = run
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||||
self.ActivityTranslateAI[ACT_RUN_AIM] = run
|
||||
/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = run
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self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = run
|
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self.ActivityTranslateAI[ACT_RUN_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run
|
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self.ActivityTranslateAI[ACT_RUN_AGITATED] = run
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run
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self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run*/
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end
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elseif htype == "rpg" then -- knife
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE
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self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE
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self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE
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self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_HL2MP_GESTURE_RANGE_ATTACK_KNIFE
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self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
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self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
|
||||
self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
|
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self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
|
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self.ActivityTranslateAI[ACT_IDLE] = ACT_HL2MP_IDLE_KNIFE
|
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self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_HL2MP_IDLE_KNIFE
|
||||
/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_HL2MP_IDLE_KNIFE
|
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self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_HL2MP_IDLE_KNIFE
|
||||
self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_HL2MP_IDLE_KNIFE
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_HL2MP_IDLE_KNIFE
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_HL2MP_IDLE_KNIFE
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_HL2MP_IDLE_KNIFE*/
|
||||
self.ActivityTranslateAI[ACT_WALK] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM] = walk
|
||||
/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_STIMULATED] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk*/
|
||||
self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_CROUCH_RIFLE
|
||||
/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_CROUCH_RIFLE
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_CROUCH_RIFLE*/
|
||||
elseif htype == "melee" then -- saw 2
|
||||
self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_MELEE_ATTACK1
|
||||
self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_MELEE_ATTACK1
|
||||
self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_MELEE_ATTACK1
|
||||
self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_MELEE_ATTACK1
|
||||
self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW
|
||||
self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_PISTOL
|
||||
self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW
|
||||
self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL
|
||||
self.ActivityTranslateAI[ACT_IDLE] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_SHOTGUN
|
||||
/*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_SHOTGUN*/
|
||||
self.ActivityTranslateAI[ACT_WALK] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM] = ACT_WALK_UNARMED
|
||||
/*self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_UNARMED
|
||||
self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_UNARMED*/
|
||||
self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_AIM_SHOTGUN
|
||||
/*self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_SHOTGUN
|
||||
self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_SHOTGUN*/
|
||||
end
|
||||
|
||||
|
||||
return
|
||||
end
|
||||
1043
lua/weapons/weapon_vj_melee_base_v2/shared.lua
Normal file
1043
lua/weapons/weapon_vj_melee_base_v2/shared.lua
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user