--[[ | 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/ --]] local ActIndex = { [ "pistol" ] = ACT_HL2MP_IDLE_PISTOL, [ "smg" ] = ACT_HL2MP_IDLE_SMG1, [ "grenade" ] = ACT_HL2MP_IDLE_GRENADE, [ "ar2" ] = ACT_HL2MP_IDLE_AR2, [ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN, [ "rpg" ] = ACT_HL2MP_IDLE_RPG, [ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN, [ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW, [ "melee" ] = ACT_HL2MP_IDLE_MELEE, [ "slam" ] = ACT_HL2MP_IDLE_SLAM, [ "normal" ] = ACT_HL2MP_IDLE, [ "fist" ] = ACT_HL2MP_IDLE_FIST, [ "melee2" ] = ACT_HL2MP_IDLE_MELEE2, [ "passive" ] = ACT_HL2MP_IDLE_PASSIVE, [ "knife" ] = ACT_HL2MP_IDLE_KNIFE, [ "duel" ] = ACT_HL2MP_IDLE_DUEL, [ "camera" ] = ACT_HL2MP_IDLE_CAMERA, [ "magic" ] = ACT_HL2MP_IDLE_MAGIC, [ "revolver" ] = ACT_HL2MP_IDLE_REVOLVER } --[[--------------------------------------------------------- Name: SetWeaponHoldType Desc: Sets up the translation table, to translate from normal standing idle pose, to holding weapon pose. -----------------------------------------------------------]] function SWEP:SetWeaponHoldType( t ) t = string.lower( t ) local index = ActIndex[ t ] if ( index == nil ) then Msg( "SWEP:SetWeaponHoldType - ActIndex[ \"" .. t .. "\" ] isn't set! (defaulting to normal)\n" ) t = "normal" index = ActIndex[ t ] end self.ActivityTranslate = {} self.ActivityTranslate[ ACT_MP_STAND_IDLE ] = index self.ActivityTranslate[ ACT_MP_WALK ] = index + 1 self.ActivityTranslate[ ACT_MP_RUN ] = index + 2 self.ActivityTranslate[ ACT_MP_CROUCH_IDLE ] = index + 3 self.ActivityTranslate[ ACT_MP_CROUCHWALK ] = index + 4 self.ActivityTranslate[ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = index + 5 self.ActivityTranslate[ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = index + 5 self.ActivityTranslate[ ACT_MP_RELOAD_STAND ] = index + 6 self.ActivityTranslate[ ACT_MP_RELOAD_CROUCH ] = index + 6 self.ActivityTranslate[ ACT_MP_JUMP ] = index + 7 self.ActivityTranslate[ ACT_RANGE_ATTACK1 ] = index + 8 self.ActivityTranslate[ ACT_MP_SWIM ] = index + 9 -- "normal" jump animation doesn't exist if ( t == "normal" ) then self.ActivityTranslate[ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM end self:SetupWeaponHoldTypeForAI( t ) end -- Default hold pos is the pistol SWEP:SetWeaponHoldType( "pistol" ) --[[--------------------------------------------------------- Name: weapon:TranslateActivity() Desc: Translate a player's Activity into a weapon's activity So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL Depending on how you want the player to be holding the weapon -----------------------------------------------------------]] 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