--[[ | 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/ --]] -- Copyright (c) 2018-2020 TFA Base Devs -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- The above copyright notice and this permission notice shall be included in all -- copies or substantial portions of the Software. -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -- SOFTWARE. local HoldTypeTable = { ["melee"] = { [ACT_IDLE] = ACT_IDLE_MELEE, [ACT_IDLE_ANGRY] = ACT_IDLE_MELEE, [ACT_IDLE_RELAXED] = ACT_IDLE_MELEE, [ACT_IDLE_STIMULATED] = ACT_IDLE_MELEE, [ACT_IDLE_AGITATED] = ACT_IDLE_MELEE, [ACT_IDLE_AIM_RELAXED] = ACT_IDLE_MELEE, [ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_MELEE, [ACT_IDLE_AIM_AGITATED] = ACT_IDLE_MELEE, [ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_THROW, [ACT_RANGE_ATTACK1_LOW] = ACT_MELEE_ATTACK_SWING, [ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING, [ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING, [ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW, [ACT_RANGE_AIM_LOW] = ACT_IDLE_MELEE, [ACT_COVER_LOW] = ACT_IDLE_MELEE, [ACT_WALK] = ACT_WALK_SUITCASE, [ACT_WALK_RELAXED] = ACT_WALK_SUITCASE, [ACT_WALK_STIMULATED] = ACT_WALK_SUITCASE, [ACT_WALK_AGITATED] = ACT_WALK_SUITCASE, [ACT_RUN_CROUCH] = ACT_RUN_CROUCH, [ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH, [ACT_RUN] = ACT_RUN, [ACT_RUN_AIM_RELAXED] = ACT_RUN, [ACT_RUN_AIM_STIMULATED] = ACT_RUN, [ACT_RUN_AIM_AGITATED] = ACT_RUN, [ACT_RUN_AIM] = ACT_RUN, [ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL, [ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL }, ["melee2"] = { [ACT_IDLE] = ACT_IDLE_ANGRY_MELEE, [ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_MELEE, [ACT_IDLE_RELAXED] = ACT_IDLE, [ACT_IDLE_STIMULATED] = ACT_IDLE, [ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_MELEE, [ACT_MP_RUN] = ACT_HL2MP_RUN_SUITCASE, [ACT_RUN] = ACT_RUN, [ACT_RUN_AIM_RELAXED] = ACT_RUN, [ACT_RUN_AIM_STIMULATED] = ACT_RUN, [ACT_RUN_AIM_AGITATED] = ACT_RUN, [ACT_RUN_AIM] = ACT_RUN, [ACT_WALK] = ACT_WALK_SUITCASE, [ACT_MELEE_ATTACK1] = ACT_MELEE_ATTACK_SWING, [ACT_RANGE_ATTACK1] = ACT_MELEE_ATTACK_SWING, [ACT_MELEE_ATTACK2] = ACT_MELEE_ATTACK_SWING, [ACT_RANGE_ATTACK2] = ACT_MELEE_ATTACK_SWING, [ACT_SPECIAL_ATTACK1] = ACT_RANGE_ATTACK_THROW, [ACT_SMALL_FLINCH] = ACT_RANGE_ATTACK_PISTOL, [ACT_BIG_FLINCH] = ACT_RANGE_ATTACK_PISTOL }, ["pistol"] = { [ACT_IDLE] = ACT_IDLE_PISTOL, [ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_PISTOL, [ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_PISTOL, [ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL, [ACT_RELOAD] = ACT_RELOAD_PISTOL, [ACT_WALK] = ACT_WALK_PISTOL, [ACT_WALK_AIM] = ACT_WALK_AIM_PISTOL, [ACT_RUN] = ACT_RUN_PISTOL, [ACT_RUN_AIM] = ACT_RUN_AIM_PISTOL, [ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_PISTOL, [ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_PISTOL, [ACT_RELOAD_LOW] = ACT_RELOAD_PISTOL_LOW, [ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_PISTOL_LOW, [ACT_COVER_LOW] = ACT_COVER_PISTOL_LOW, [ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_PISTOL_LOW, [ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_PISTOL }, ["ar2"] = { [ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_AR2, [ACT_RELOAD] = ACT_RELOAD_SMG1, [ACT_IDLE] = ACT_IDLE_SMG1, [ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1, [ACT_WALK] = ACT_WALK_RIFLE, [ACT_IDLE_RELAXED] = ACT_IDLE_SMG1_RELAXED, [ACT_IDLE_STIMULATED] = ACT_IDLE_SMG1_STIMULATED, [ACT_IDLE_AGITATED] = ACT_IDLE_ANGRY_SMG1, [ACT_WALK_RELAXED] = ACT_WALK_RIFLE_RELAXED, [ACT_WALK_STIMULATED] = ACT_WALK_RIFLE_STIMULATED, [ACT_WALK_AGITATED] = ACT_WALK_AIM_RIFLE, [ACT_RUN_RELAXED] = ACT_RUN_RIFLE_RELAXED, [ACT_RUN_STIMULATED] = ACT_RUN_RIFLE_STIMULATED, [ACT_RUN_AGITATED] = ACT_RUN_AIM_RIFLE, [ACT_IDLE_AIM_RELAXED] = ACT_IDLE_SMG1_RELAXED, [ACT_IDLE_AIM_STIMULATED] = ACT_IDLE_AIM_RIFLE_STIMULATED, [ACT_IDLE_AIM_AGITATED] = ACT_IDLE_ANGRY_SMG1, [ACT_WALK_AIM_RELAXED] = ACT_WALK_RIFLE_RELAXED, [ACT_WALK_AIM_STIMULATED] = ACT_WALK_AIM_RIFLE_STIMULATED, [ACT_WALK_AIM_AGITATED] = ACT_WALK_AIM_RIFLE, [ACT_RUN_AIM_RELAXED] = ACT_RUN_RIFLE_RELAXED, [ACT_RUN_AIM_STIMULATED] = ACT_RUN_AIM_RIFLE_STIMULATED, [ACT_RUN_AIM_AGITATED] = ACT_RUN_AIM_RIFLE, [ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE, [ACT_WALK_CROUCH] = ACT_WALK_CROUCH_RIFLE, [ACT_WALK_CROUCH_AIM] = ACT_WALK_CROUCH_AIM_RIFLE, [ACT_RUN] = ACT_RUN_RIFLE, [ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE, [ACT_RUN_CROUCH] = ACT_RUN_CROUCH_RIFLE, [ACT_RUN_CROUCH_AIM] = ACT_RUN_CROUCH_AIM_RIFLE, [ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_AR2, [ACT_COVER_LOW] = ACT_COVER_SMG1_LOW, [ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_AR2_LOW, [ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW, [ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW, [ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1 }, ["smg"] = { [ACT_IDLE] = ACT_IDLE_SMG1, [ACT_IDLE_ANGRY] = ACT_IDLE_ANGRY_SMG1, [ACT_RANGE_ATTACK1] = ACT_RANGE_ATTACK_SMG1, [ACT_RELOAD] = ACT_RELOAD_SMG1, [ACT_WALK_AIM] = ACT_WALK_AIM_RIFLE, [ACT_RUN_AIM] = ACT_RUN_AIM_RIFLE, [ACT_GESTURE_RANGE_ATTACK1] = ACT_GESTURE_RANGE_ATTACK_SMG1, [ACT_RELOAD_LOW] = ACT_RELOAD_SMG1_LOW, [ACT_RANGE_ATTACK1_LOW] = ACT_RANGE_ATTACK_SMG1_LOW, [ACT_COVER_LOW] = ACT_COVER_SMG1_LOW, [ACT_RANGE_AIM_LOW] = ACT_RANGE_AIM_SMG1_LOW, [ACT_GESTURE_RELOAD] = ACT_GESTURE_RELOAD_SMG1 } } function SWEP:SetupWeaponHoldTypeForAI(t) local usedT = HoldTypeTable[t or "ar2"] or HoldTypeTable["ar2"] self.ActivityTranslateAI = table.Copy(usedT) end function SWEP:TranslateActivity(act) if (self:GetOwner():IsNPC()) then if (self.ActivityTranslateAI[act]) then return self.ActivityTranslateAI[act] end return -1 end if (self.ActivityTranslate[act] ~= nil) then return self.ActivityTranslate[act] end return -1 end function SWEP:GetCapabilities() local ht = self.DefaultHoldType or self.HoldType or "pistol" if ht == "melee" or ht == "melee2" or ht == "knife" or self.IsKnife then return CAP_WEAPON_MELEE_ATTACK1 else return bit.bor(CAP_WEAPON_RANGE_ATTACK1, CAP_INNATE_RANGE_ATTACK1) end end