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wnsrc/gamemodes/base/entities/weapons/weapon_base/sh_anim.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

98 lines
3.1 KiB
Lua

--[[
| 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