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AddCSLuaFile()
DEFINE_BASECLASS( "player_default" )
local PLAYER = {}
function PLAYER:HandlePlayerJumping( velocity )
if ( self.Player:GetMoveType() == MOVETYPE_NOCLIP ) then
self.Player.m_bJumping = false;
return
end
-- airwalk more like hl2mp, we airwalk until we have 0 velocity, then it's the jump animation
-- underwater we're alright we airwalking
if ( !self.Player.m_bJumping && !self.Player:OnGround() && self.Player:WaterLevel() <= 0 ) then
if ( !self.Player.m_fGroundTime ) then
self.Player.m_fGroundTime = CurTime()
elseif (CurTime() - self.Player.m_fGroundTime) > 0 && velocity:Length2D() < 0.5 then
self.Player.m_bJumping = true
self.Player.m_bFirstJumpFrame = false
self.Player.m_flJumpStartTime = 0
end
end
if self.Player.m_bJumping then
if self.Player.m_bFirstJumpFrame then
self.Player.m_bFirstJumpFrame = false
self.Player:AnimRestartMainSequence()
end
if ( self.Player:WaterLevel() >= 2 ) || ( (CurTime() - self.Player.m_flJumpStartTime) > 0.2 && self.Player:OnGround() ) then
self.Player.m_bJumping = false
self.Player.m_fGroundTime = nil
self.Player:AnimRestartMainSequence()
end
if self.Player.m_bJumping then
self.Player.CalcIdeal = ACT_MP_JUMP
return true
end
end
return false
end
function PLAYER:HandlePlayerDucking( velocity )
if ( !self.Player:Crouching() ) then return false end
if ( velocity:Length2D() > 0.5 ) then
self.Player.CalcIdeal = ACT_MP_CROUCHWALK
else
self.Player.CalcIdeal = ACT_MP_CROUCH_IDLE
end
return true
end
function PLAYER:HandlePlayerNoClipping( velocity )
if ( self.Player:InVehicle() ) then return end
if ( self.Player:GetMoveType() != MOVETYPE_NOCLIP ) then
if ( self.Player.m_bWasNoclipping ) then
self.Player.m_bWasNoclipping = nil
self.Player:AnimResetGestureSlot( GESTURE_SLOT_CUSTOM )
if ( CLIENT ) then self.Player:SetIK( true ); end
end
return
end
if ( !self.Player.m_bWasNoclipping ) then
self.Player:AnimRestartGesture( GESTURE_SLOT_CUSTOM, ACT_GMOD_NOCLIP_LAYER, false )
if ( CLIENT ) then self.Player:SetIK( false ); end
end
return true
end
function PLAYER:HandlePlayerVaulting( velocity )
if ( velocity:Length() < 1000 ) then return end
if ( self.Player:IsOnGround() ) then return end
self.Player.CalcIdeal = ACT_MP_SWIM
return true
end
function PLAYER:HandlePlayerSwimming( velocity )
if ( self.Player:WaterLevel() < 2 ) then
self.Player.m_bInSwim = false
return false
end
if ( velocity:Length2D() > 10 ) then
self.Player.CalcIdeal = ACT_MP_SWIM
else
self.Player.CalcIdeal = ACT_MP_SWIM_IDLE
end
self.Player.m_bInSwim = true
return true
end
function PLAYER:HandlePlayerLanding( velocity, WasOnGround )
if ( self.Player:GetMoveType() == MOVETYPE_NOCLIP ) then return end
if ( self.Player:IsOnGround() && !WasOnGround ) then
self.Player:AnimRestartGesture( GESTURE_SLOT_JUMP, ACT_LAND, true );
end
end
function PLAYER:HandlePlayerDriving()
return false
end
function PLAYER:UpdateAnimation( velocity, maxseqgroundspeed )
local len = velocity:Length()
local movement = 1.0
if ( len > 0.2 ) then
movement = ( len / maxseqgroundspeed )
end
rate = math.min( movement, 2 )
-- if we're under water we want to constantly be swimming..
if ( self.Player:WaterLevel() >= 2 ) then
rate = math.max( rate, 0.5 )
elseif ( !self.Player:IsOnGround() && len >= 1000 ) then
rate = 0.1;
end
self.Player:SetPlaybackRate( rate )
if ( CLIENT ) then
self:GrabEarAnimation()
self:MouthMoveAnimation()
end
end
--
-- If you don't want the player to grab his ear in your gamemode then
-- just override this.
--
function PLAYER:GrabEarAnimation()
self.Player.ChatGestureWeight = self.Player.ChatGestureWeight or 0
-- Don't show this when we're playing a taunt!
if ( self.Player:IsPlayingTaunt() ) then return end
if ( self.Player:IsTyping() ) then
self.Player.ChatGestureWeight = math.Approach( self.Player.ChatGestureWeight, 1, FrameTime() * 5.0 );
else
self.Player.ChatGestureWeight = math.Approach( self.Player.ChatGestureWeight, 0, FrameTime() * 5.0 );
end
if ( self.Player.ChatGestureWeight > 0 ) then
self.Player:AnimRestartGesture( GESTURE_SLOT_VCD, ACT_GMOD_IN_CHAT, true )
self.Player:AnimSetGestureWeight( GESTURE_SLOT_VCD, self.Player.ChatGestureWeight )
end
end
--
-- Moves the mouth when talking on voicecom
--
function PLAYER:MouthMoveAnimation()
local FlexNum = self.Player:GetFlexNum() - 1
if ( FlexNum <= 0 ) then return end
for i=0, FlexNum-1 do
local Name = self.Player:GetFlexName( i )
if ( Name == "jaw_drop" || Name == "right_part" || Name == "left_part" || Name == "right_mouth_drop" || Name == "left_mouth_drop" ) then
if ( self.Player:IsSpeaking() ) then
self.Player:SetFlexWeight( i, math.Clamp( self.Player:VoiceVolume() * 2, 0, 2 ) )
else
self.Player:SetFlexWeight( i, 0 )
end
end
end
end
function PLAYER:CalcMainActivity( velocity )
self.Player.CalcIdeal = ACT_MP_STAND_IDLE
self.Player.CalcSeqOverride = -1
self:HandlePlayerLanding( velocity, self.Player.m_bWasOnGround );
if ( self:HandlePlayerNoClipping( velocity ) ||
self:HandlePlayerDriving() ||
self:HandlePlayerVaulting( velocity ) ||
self:HandlePlayerJumping( velocity ) ||
self:HandlePlayerDucking( velocity ) ||
self:HandlePlayerSwimming( velocity ) ) then
else
local len2d = velocity:Length2D()
if ( len2d > 150 ) then self.Player.CalcIdeal = ACT_MP_RUN elseif ( len2d > 0.5 ) then self.Player.CalcIdeal = ACT_MP_WALK end
end
-- a bit of a hack because we're missing ACTs for a couple holdtypes
local weapon = self.Player:GetActiveWeapon()
local ht = "pistol"
if ( IsValid( weapon ) ) then ht = weapon:GetHoldType() end
if ( self.Player.CalcIdeal == ACT_MP_CROUCH_IDLE && ( ht == "knife" || ht == "melee2" ) ) then
self.Player.CalcSeqOverride = self.Player:LookupSequence("cidle_" .. ht)
end
self.Player.m_bWasOnGround = self.Player:IsOnGround()
self.Player.m_bWasNoclipping = (self.Player:GetMoveType() == MOVETYPE_NOCLIP)
return self.Player.CalcIdeal, self.Player.CalcSeqOverride
end
local IdleActivity = ACT_HL2MP_IDLE
local IdleActivityTranslate = {}
IdleActivityTranslate [ ACT_MP_STAND_IDLE ] = IdleActivity
IdleActivityTranslate [ ACT_MP_WALK ] = IdleActivity+1
IdleActivityTranslate [ ACT_MP_RUN ] = IdleActivity+2
IdleActivityTranslate [ ACT_MP_CROUCH_IDLE ] = IdleActivity+3
IdleActivityTranslate [ ACT_MP_CROUCHWALK ] = IdleActivity+4
IdleActivityTranslate [ ACT_MP_ATTACK_STAND_PRIMARYFIRE ] = IdleActivity+5
IdleActivityTranslate [ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE ] = IdleActivity+5
IdleActivityTranslate [ ACT_MP_RELOAD_STAND ] = IdleActivity+6
IdleActivityTranslate [ ACT_MP_RELOAD_CROUCH ] = IdleActivity+6
IdleActivityTranslate [ ACT_MP_JUMP ] = ACT_HL2MP_JUMP_SLAM
IdleActivityTranslate [ ACT_MP_SWIM_IDLE ] = ACT_MP_SWIM_IDLE
IdleActivityTranslate [ ACT_MP_SWIM ] = ACT_MP_SWIM
IdleActivityTranslate [ ACT_LAND ] = ACT_LAND
-- it is preferred you return ACT_MP_* in CalcMainActivity, and if you have a specific need to not tranlsate through the weapon do it here
function PLAYER:TranslateActivity( act )
local act = act
local newact = self.Player:TranslateWeaponActivity( act )
-- select idle anims if the weapon didn't decide
if ( act == newact ) then
return IdleActivityTranslate[ act ]
end
return newact
end
function PLAYER:DoAnimationEvent( event, data )
if event == PLAYERANIMEVENT_ATTACK_PRIMARY then
if self.Player:Crouching() then
self.Player:AnimRestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, true )
else
self.Player:AnimRestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_ATTACK_STAND_PRIMARYFIRE, true )
end
return ACT_VM_PRIMARYATTACK
elseif event == PLAYERANIMEVENT_ATTACK_SECONDARY then
-- there is no gesture, so just fire off the VM event
return ACT_VM_SECONDARYATTACK
elseif event == PLAYERANIMEVENT_RELOAD then
if self.Player:Crouching() then
self.Player:AnimRestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_CROUCH, true )
else
self.Player:AnimRestartGesture( GESTURE_SLOT_ATTACK_AND_RELOAD, ACT_MP_RELOAD_STAND, true )
end
return ACT_INVALID
elseif event == PLAYERANIMEVENT_JUMP then
self.Player.m_bJumping = true
self.Player.m_bFirstJumpFrame = true
self.Player.m_flJumpStartTime = CurTime()
self.Player:AnimRestartMainSequence()
return ACT_INVALID
elseif event == PLAYERANIMEVENT_CANCEL_RELOAD then
self.Player:AnimResetGestureSlot( GESTURE_SLOT_ATTACK_AND_RELOAD )
return ACT_INVALID
end
return nil
end
player_manager.RegisterClass( "player_baseclass", PLAYER, "player_default" )
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