--[[ | 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/ --]] if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end -- !!! USED ONLY FOR HL2 NPCS, NOT VJ NPCS !!! function SWEP:SetupWeaponHoldTypeForAI(hType) if self:GetOwner().IsVJBaseSNPC_Human == true then return end -- Yete NPC-en Rebel-e, ere vor medz zenki animation-ere kordzadze yerp vor ge kalegor local bezdigZenk_Kalel = ACT_WALK_AIM_PISTOL local bezdigZenk_Vazel = ACT_RUN_AIM_PISTOL if self.NPC_AnimationSet == "Rebel" then bezdigZenk_Kalel = ACT_WALK_AIM_RIFLE bezdigZenk_Vazel = ACT_RUN_AIM_RIFLE end -- Yete NPC-en Combine-e yev bizdig zenk pernere, ere vor medz zenki animation-ere kordzadze local rifleOverride = false local medzZenk_Genal = ACT_IDLE_SMG1 local medzZenk_Kalel = ACT_WALK_RIFLE if self.NPC_AnimationSet == "Combine" && (hType == "pistol" or hType == "revolver") then rifleOverride = true medzZenk_Genal = VJ_SequenceToActivity(self:GetOwner(),"idle_unarmed") medzZenk_Kalel = VJ_SequenceToActivity(self:GetOwner(),"walkunarmed_all") end -- Yete NPC-en Metrocop-e gamal Rebel-e, ere vor medz zenki animation-ere kordzadze yerp vor ge kalegor local bonbakshen_varichadz = ACT_RANGE_ATTACK_SHOTGUN_LOW local bonbakshen_Vazel = ACT_RUN_AIM_SHOTGUN if self.NPC_AnimationSet == "Metrocop" or self.NPC_AnimationSet == "Rebel" then bonbakshen_varichadz = ACT_RANGE_ATTACK_SMG1_LOW bonbakshen_Kalel = ACT_WALK_AIM_RIFLE bonbakshen_Vazel = ACT_RUN_AIM_RIFLE end self.ActivityTranslateAI = {} 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 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 end 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 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] = ACT_WALK_AIM_SHOTGUN -- **** 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 else -- 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_WALK] = ACT_WALK_PISTOL self.ActivityTranslateAI[ACT_WALK_AIM] = bezdigZenk_Kalel self.ActivityTranslateAI[ACT_RUN] = ACT_RUN_PISTOL self.ActivityTranslateAI[ACT_RUN_AIM] = bezdigZenk_Vazel end return end