--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] function SWEP:SetupWeaponHoldTypeForAI(htype) -- Yete NPC-en Rebel-e, ere vor medz zenki animation-ere kordzadze yerp vor ge kalegor local idle_ar2 = ACT_IDLE_AR2 local idle_ar2_an = ACT_IDLE_ANGRY_AR2 local idle_ar2_re = ACT_IDLE_AR2_RELAXED local run_ar2 = ACT_RUN_AR2 local walk_ar2 = ACT_WALK_AR2 local run_ar2_re = ACT_RUN_AR2_RELAXED local walk_ar2_re = ACT_WALK_AR2_RELAXED local attack = ACT_RANGE_ATTACK_AR2s if self.NPC_AnimationSet == "Rebel" then idle_ar2 = ACT_IDLE_RPG idle_ar2_an = ACT_IDLE_ANGRY_AR2 idle_ar2_re = ACT_IDLE_AR2_RELAXED walk_ar2 = ACT_WALK_RPG_RELAXED run_ar2 = ACT_RUN_RPG walk_ar2_re = ACT_WALK_RIFLE_RELAXED run_ar2_re = ACT_RUN_RIFLE_RELAXED end if self.NPC_AnimationSet == "Combine" then idle_ar2 = ACT_IDLE idle_ar2_an = ACT_IDLE_ANGRY_AR2 idle_ar2_re = ACT_IDLE_UNARMED walk_ar2 = ACT_WALK_AR2 run_ar2 = ACT_RUN_AR2 run_ar2_re = ACT_RUN walk_ar2_re = ACT_WALK_UNARMED attack = ACT_RANGE_ATTACK_AR2 end if self.NPC_AnimationSet == "Metrocop" then idle_ar2 = ACT_IDLE_SMG1 idle_ar2_an = ACT_IDLE_ANGRY_SMG1 idle_ar2_re = ACT_IDLE walk_ar2 = ACT_WALK_RIFLE run_ar2 = ACT_RUN_RIFLE walk_ar2_re = ACT_WALK_PISTOL run_ar2_re = ACT_RUN_PISTOL attack = ACT_GESTURE_RANGE_ATTACK_SMG1 end -- Yete NPC-en Combine-e yev bizdig zenk pernere, ere vor medz zenki animation-ere kordzadze self.ActivityTranslateAI = {} -- revolver or pistol self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_PISTOL self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_PISTOL_LOW self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_PISTOL_LOW 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_PISTOL self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_PISTOL /*self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_SMG1_RELAXED self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_SMG1 self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SMG1_RELAXED self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_SMG1*/ self.ActivityTranslateAI[ACT_WALK] = ACT_WALK_PISTOL self.ActivityTranslateAI[ACT_WALK_AIM] = bezdigZenk_Kalel /*self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_RIFLE_RELAXED self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_RIFLE_RELAXED self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE*/ self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_PISTOL self.ActivityTranslateAI[ACT_RUN_AIM] = bezdigZenk_Vazel /*self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_RIFLE_RELAXED self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_RIFLE_RELAXED self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE*/ if rifleOverride == true or htype == "ar2" or htype == "smg" then if htype == "ar2" or rifleOverride == true then self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_AR2 self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_AR2 self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_AR2_LOW self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_AR2_LOW self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_SMG1 self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1 self.ActivityTranslateAI[ACT_IDLE] = idle_ar2 self.ActivityTranslateAI[ACT_IDLE_ANGRY] = idle_ar2_an self.ActivityTranslateAI[ACT_IDLE_RELAXED] = idle_ar2_re self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = idle_ar2 self.ActivityTranslateAI[ACT_IDLE_AGITATED] = idle_ar2 self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = idle_ar2_re self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = idle_ar2 self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = idle_ar2 self.ActivityTranslateAI[ACT_WALK] = walk_ar2 self.ActivityTranslateAI[ACT_WALK_AIM] = walk_ar2 self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_RELAXED] = walk_ar2_re self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AGITATED] = walk_ar2 self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = walk_ar2_re self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = walk_ar2 self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = walk_ar2 self.ActivityTranslateAI[ACT_RUN] = run_ar2 self.ActivityTranslateAI[ACT_RUN_AIM] = run_ar2 self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_RELAXED] = run_ar2_re self.ActivityTranslateAI[ACT_RUN_STIMULATED] = run_ar2 self.ActivityTranslateAI[ACT_RUN_AGITATED] = run_ar2 self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = run_ar2_re self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = run_ar2 self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = run_ar2 elseif htype == "smg" then self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_SMG1 self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SMG1 self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_SMG1_LOW self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_SMG1 self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1 self.ActivityTranslateAI[ACT_IDLE] = medzZenk_Genal self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1 self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_SMG1_RELAXED self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_SMG1 self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SMG1_RELAXED self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_SMG1 self.ActivityTranslateAI[ACT_WALK] = medzZenk_Kalel self.ActivityTranslateAI[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_RIFLE_RELAXED self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_RIFLE_RELAXED self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_RIFLE_RELAXED self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_RIFLE_RELAXED self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE end elseif htype == "crossbow" or htype == "shotgun" then self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_SHOTGUN self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SHOTGUN self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_AR2_LOW self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = bonbakshen_varichadz self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_SMG1_LOW self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_SHOTGUN self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW //ACT_RELOAD_SHOTGUN_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SHOTGUN self.ActivityTranslateAI[ACT_IDLE] = ACT_SHOTGUN_IDLE4 self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SHOTGUN self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_SHOTGUN_RELAXED self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SHOTGUN_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_SHOTGUN_AGITATED self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_SHOTGUN_IDLE_DEEP self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_SHOTGUN_IDLE_DEEP self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_SHOTGUN_IDLE_DEEP self.ActivityTranslateAI[ACT_WALK] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_AIM] = onbakshen_Kalel self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_SHOTGUN self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM] = bonbakshen_Vazel self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_RIFLE self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_RIFLE 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 elseif htype == "rpg" then self.ActivityTranslateAI[ACT_RANGE_ATTACK1] = ACT_CROUCHIDLE self.ActivityTranslateAI[ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SMG1 self.ActivityTranslateAI[ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_SMG1_LOW self.ActivityTranslateAI[ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW self.ActivityTranslateAI[ACT_COVER_LOW] = ACT_COVER_LOW_RPG self.ActivityTranslateAI[ACT_RELOAD] = ACT_RELOAD_SMG1 self.ActivityTranslateAI[ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW self.ActivityTranslateAI[ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1 self.ActivityTranslateAI[ACT_IDLE] = ACT_IDLE_RPG self.ActivityTranslateAI[ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_RPG self.ActivityTranslateAI[ACT_IDLE_RELAXED] = ACT_IDLE_RPG_RELAXED self.ActivityTranslateAI[ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_RPG self.ActivityTranslateAI[ACT_IDLE_AIM_RELAXED] = ACT_IDLE_RPG_RELAXED self.ActivityTranslateAI[ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_RPG self.ActivityTranslateAI[ACT_WALK] = ACT_WALK_RPG self.ActivityTranslateAI[ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RPG self.ActivityTranslateAI[ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_RPG self.ActivityTranslateAI[ACT_WALK_RELAXED] = ACT_WALK_RPG_RELAXED self.ActivityTranslateAI[ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_WALK_AIM_RELAXED] = ACT_WALK_RPG_RELAXED self.ActivityTranslateAI[ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_RPG self.ActivityTranslateAI[ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RPG self.ActivityTranslateAI[ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_RPG self.ActivityTranslateAI[ACT_RUN_RELAXED] = ACT_RUN_RPG_RELAXED self.ActivityTranslateAI[ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE self.ActivityTranslateAI[ACT_RUN_AIM_RELAXED] = ACT_RUN_RPG_RELAXED self.ActivityTranslateAI[ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED self.ActivityTranslateAI[ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE end return end