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myfile.lua
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--- nut.anim module
-- @module nut.anim
nut.anim = nut.anim or {}
nut.anim.citizen_male = {
normal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
fist = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM_RIFLE_STIMULATED}
},
pistol = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_RANGE_ATTACK_PISTOL},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_ATTACK_PISTOL_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM_RIFLE_STIMULATED},
attack = ACT_GESTURE_RANGE_ATTACK_PISTOL,
reload = ACT_RELOAD_PISTOL
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1_RELAXED, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE_RELAXED, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE_RELAXED, ACT_RUN_AIM_RIFLE_STIMULATED},
attack = ACT_GESTURE_RANGE_ATTACK_SMG1,
reload = ACT_GESTURE_RELOAD_SMG1
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SHOTGUN_RELAXED, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE_RELAXED, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE_RELAXED, ACT_RUN_AIM_RIFLE_STIMULATED},
attack = ACT_GESTURE_RANGE_ATTACK_SHOTGUN
},
grenade = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_MANNEDGUN},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_RIFLE_STIMULATED},
attack = ACT_RANGE_ATTACK_THROW
},
melee = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY_MELEE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
attack = ACT_MELEE_ATTACK_SWING
},
glide = ACT_GLIDE,
vehicle = {
["prop_vehicle_prisoner_pod"] = {"podpose", Vector(-3, 0, 0)},
["prop_vehicle_jeep"] = {ACT_BUSY_SIT_CHAIR, Vector(14, 0, -14)},
["prop_vehicle_airboat"] = {ACT_BUSY_SIT_CHAIR, Vector(8, 0, -20)},
chair = {ACT_BUSY_SIT_CHAIR, Vector(1, 0, -23)}
},
}
nut.anim.citizen_female = {
normal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
fist = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_MANNEDGUN},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM_RIFLE_STIMULATED}
},
pistol = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_PISTOL, ACT_IDLE_ANGRY_PISTOL},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_PISTOL},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM_PISTOL},
attack = ACT_GESTURE_RANGE_ATTACK_PISTOL,
reload = ACT_RELOAD_PISTOL
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1_RELAXED, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE_RELAXED, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE_RELAXED, ACT_RUN_AIM_RIFLE_STIMULATED},
attack = ACT_GESTURE_RANGE_ATTACK_SMG1,
reload = ACT_GESTURE_RELOAD_SMG1
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SHOTGUN_RELAXED, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE_RELAXED, ACT_WALK_AIM_RIFLE_STIMULATED},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE_RELAXED, ACT_RUN_AIM_RIFLE_STIMULATED},
attack = ACT_GESTURE_RANGE_ATTACK_SHOTGUN
},
grenade = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_MANNEDGUN},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_RANGE_AIM_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_PISTOL},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH_AIM_RIFLE},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN_AIM_PISTOL},
attack = ACT_RANGE_ATTACK_THROW
},
melee = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_MANNEDGUN},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_LOW, ACT_COVER_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
attack = ACT_MELEE_ATTACK_SWING
},
glide = ACT_GLIDE,
vehicle = nut.anim.citizen_male.vehicle
}
nut.anim.metrocop = {
normal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_PISTOL_LOW, ACT_COVER_PISTOL_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
fist = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_PISTOL_LOW, ACT_COVER_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
pistol = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_PISTOL, ACT_IDLE_ANGRY_PISTOL},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_PISTOL_LOW, ACT_COVER_PISTOL_LOW},
[ACT_MP_WALK] = {ACT_WALK_PISTOL, ACT_WALK_AIM_PISTOL},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN_PISTOL, ACT_RUN_AIM_PISTOL},
attack = ACT_GESTURE_RANGE_ATTACK_PISTOL,
reload = ACT_GESTURE_RELOAD_PISTOL
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_SMG1_LOW, ACT_COVER_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN_RIFLE, ACT_RUN_AIM_RIFLE}
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_SMG1_LOW, ACT_COVER_SMG1_LOW},
[ACT_MP_WALK] = {ACT_WALK_RIFLE, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN_RIFLE, ACT_RUN_AIM_RIFLE}
},
grenade = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY_MELEE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_PISTOL_LOW, ACT_COVER_PISTOL_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_ANGRY},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
attack = ACT_COMBINE_THROW_GRENADE
},
melee = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE_ANGRY_MELEE},
[ACT_MP_CROUCH_IDLE] = {ACT_COVER_PISTOL_LOW, ACT_COVER_PISTOL_LOW},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK_ANGRY},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH, ACT_WALK_CROUCH},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN},
attack = ACT_MELEE_ATTACK_SWING_GESTURE
},
glide = ACT_GLIDE,
vehicle = {
chair = {ACT_COVER_PISTOL_LOW, Vector(5, 0, -5)},
["prop_vehicle_airboat"] = {ACT_COVER_PISTOL_LOW, Vector(10, 0, 0)},
["prop_vehicle_jeep"] = {ACT_COVER_PISTOL_LOW, Vector(18, -2, 4)},
["prop_vehicle_prisoner_pod"] = {ACT_IDLE, Vector(-4, -0.5, 0)}
}
}
nut.anim.overwatch = {
normal = {
[ACT_MP_STAND_IDLE] = {"idle_unarmed", "idle_unarmed"},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {"walkunarmed_all", "walkunarmed_all"},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_AIM_RIFLE, ACT_RUN_AIM_RIFLE}
},
fist = {
[ACT_MP_STAND_IDLE] = {"idle_unarmed", ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {"walkunarmed_all", ACT_WALK_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_AIM_RIFLE, ACT_RUN_AIM_RIFLE}
},
pistol = {
[ACT_MP_STAND_IDLE] = {"idle_unarmed", ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {"walkunarmed_all", ACT_WALK_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_AIM_RIFLE, ACT_RUN_AIM_RIFLE}
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1, ACT_IDLE_ANGRY_SMG1},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {ACT_WALK_RIFLE, ACT_WALK_AIM_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE, ACT_RUN_AIM_RIFLE}
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE_SMG1, ACT_IDLE_ANGRY_SHOTGUN},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {ACT_WALK_RIFLE, ACT_WALK_AIM_SHOTGUN},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_RIFLE, ACT_RUN_AIM_SHOTGUN}
},
grenade = {
[ACT_MP_STAND_IDLE] = {"idle_unarmed", ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {"walkunarmed_all", ACT_WALK_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_AIM_RIFLE, ACT_RUN_AIM_RIFLE}
},
melee = {
[ACT_MP_STAND_IDLE] = {"idle_unarmed", ACT_IDLE_ANGRY},
[ACT_MP_CROUCH_IDLE] = {ACT_CROUCHIDLE, ACT_CROUCHIDLE},
[ACT_MP_WALK] = {"walkunarmed_all", ACT_WALK_RIFLE},
[ACT_MP_CROUCHWALK] = {ACT_WALK_CROUCH_RIFLE, ACT_WALK_CROUCH_RIFLE},
[ACT_MP_RUN] = {ACT_RUN_AIM_RIFLE, ACT_RUN_AIM_RIFLE},
attack = ACT_MELEE_ATTACK_SWING_GESTURE
},
glide = ACT_GLIDE
}
nut.anim.vort = {
normal = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, ACT_IDLE},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_CROUCHWALK] = {ACT_WALK, ACT_WALK},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
fist = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "actionidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, ACT_RUN}
},
pistol = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "tcidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, "run_all_tc"}
},
smg = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "tcidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, "run_all_tc"}
},
shotgun = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "tcidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, "run_all_tc"}
},
grenade = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "tcidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, "run_all_tc"}
},
melee = {
[ACT_MP_STAND_IDLE] = {ACT_IDLE, "tcidle"},
[ACT_MP_CROUCH_IDLE] = {"crouchidle", "crouchidle"},
[ACT_MP_WALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_CROUCHWALK] = {ACT_WALK, "walk_all_holdgun"},
[ACT_MP_RUN] = {ACT_RUN, "run_all_tc"}
},
glide = ACT_GLIDE
}
nut.anim.player = {
normal = {
[ACT_MP_STAND_IDLE] = ACT_HL2MP_IDLE,
[ACT_MP_CROUCH_IDLE] = ACT_HL2MP_IDLE_CROUCH,
[ACT_MP_WALK] = ACT_HL2MP_WALK,
[ACT_MP_RUN] = ACT_HL2MP_RUN
},
passive = {
[ACT_MP_STAND_IDLE] = ACT_HL2MP_IDLE_PASSIVE,
[ACT_MP_WALK] = ACT_HL2MP_WALK_PASSIVE,
[ACT_MP_CROUCHWALK] = ACT_HL2MP_WALK_CROUCH_PASSIVE,
[ACT_MP_RUN] = ACT_HL2MP_RUN_PASSIVE
}
}
nut.anim.zombie = {
[ACT_MP_STAND_IDLE] = ACT_HL2MP_IDLE_ZOMBIE,
[ACT_MP_CROUCH_IDLE] = ACT_HL2MP_IDLE_CROUCH_ZOMBIE,
[ACT_MP_CROUCHWALK] = ACT_HL2MP_WALK_CROUCH_ZOMBIE_01,
[ACT_MP_WALK] = ACT_HL2MP_WALK_ZOMBIE_02,
[ACT_MP_RUN] = ACT_HL2MP_RUN_ZOMBIE
}
nut.anim.fastZombie = {
[ACT_MP_STAND_IDLE] = ACT_HL2MP_WALK_ZOMBIE,
[ACT_MP_CROUCH_IDLE] = ACT_HL2MP_IDLE_CROUCH_ZOMBIE,
[ACT_MP_CROUCHWALK] = ACT_HL2MP_WALK_CROUCH_ZOMBIE_05,
[ACT_MP_WALK] = ACT_HL2MP_WALK_ZOMBIE_06,
[ACT_MP_RUN] = ACT_HL2MP_RUN_ZOMBIE_FAST
}
local translations = {}
--- Sets the animation class for a specified model.
-- @realm shared
-- @string model The model for which to set the animation class.
-- @string class The animation class to set.
function nut.anim.setModelClass(model, class)
if not nut.anim[class] then error("'" .. tostring(class) .. "' is not a valid animation class!") end
translations[model:lower()] = class
end
-- Micro-optimization since the get class function gets called a lot.
local stringLower = string.lower
local stringFind = string.find
--- Gets the animation class for a specified model. If an animation class has not yet been set for the model, it sets a default animation class based on the model's name.
-- @realm shared
-- @string model The model for which to get the animation class.
-- @treturn string The animation class for the specified model.
function nut.anim.getModelClass(model)
model = stringLower(model)
local class = translations[model]
if class then return class end
if model:find("/player") then
class = "player"
elseif stringFind(model, "female") then
class = "citizen_female"
else
class = "citizen_male"
end
return class
end
nut.anim.setModelClass("models/police.mdl", "metrocop")
nut.anim.setModelClass("models/combine_super_soldier.mdl", "overwatch")
nut.anim.setModelClass("models/combine_soldier_prisonGuard.mdl", "overwatch")
nut.anim.setModelClass("models/combine_soldier.mdl", "overwatch")
nut.anim.setModelClass("models/vortigaunt.mdl", "vort")
nut.anim.setModelClass("models/vortigaunt_blue.mdl", "vort")
nut.anim.setModelClass("models/vortigaunt_doctor.mdl", "vort")
nut.anim.setModelClass("models/vortigaunt_slave.mdl", "vort")
nut.anim.setModelClass("models/alyx.mdl", "citizen_female")
nut.anim.setModelClass("models/mossman.mdl", "citizen_female")
do
local playerMeta = FindMetaTable("Player")
--- Forces the player to play a specific animation sequence.
-- @realm server
-- @string sequence The name of the sequence to play.
-- @func callback An optional function to call when the animation sequence is finished.
-- @int[opt] time The time in seconds to play the animation sequence. If not set, it will use the default time for the sequence.
-- @bool[opt=false] noFreeze Whether to freeze the player during the animation sequence.
-- @treturn number The time in seconds for the animation sequence to complete, or false if the sequence is invalid.
function playerMeta:forceSequence(sequence, callback, time, noFreeze)
hook.Run("OnPlayerEnterSequence", self, sequence, callback, time, noFreeze)
if not sequence then return netstream.Start(nil, "seqSet", self) end
local sequence = self:LookupSequence(sequence)
if sequence and sequence > 0 then
time = time or self:SequenceDuration(sequence)
self.nutSeqCallback = callback
self.nutForceSeq = sequence
if not noFreeze then self:SetMoveType(MOVETYPE_NONE) end
if time > 0 then timer.Create("nutSeq" .. self:EntIndex(), time, 1, function() if IsValid(self) then self:leaveSequence() end end) end
netstream.Start(nil, "seqSet", self, sequence)
return time
end
return false
end
function playerMeta:leaveSequence()
hook.Run("OnPlayerLeaveSequence", self)
netstream.Start(nil, "seqSet", self)
self:SetMoveType(MOVETYPE_WALK)
self.nutForceSeq = nil
if self.nutSeqCallback then
self:nutSeqCallback()
self.nutSeqCallback = nil
end
end
if CLIENT then
netstream.Hook("seqSet", function(entity, sequence)
if IsValid(entity) then
if not sequence then
entity.nutForceSeq = nil
return
end
entity:SetCycle(0)
entity:SetPlaybackRate(1)
entity.nutForceSeq = sequence
end
end)
end
end