// Gestures And Tid Bits Wave = false function MakePlayerWave() Wave = true end function GM:SetPlayerAnimation( pl, anim ) local wep = tostring(pl:GetActiveWeapon()) local Speed = pl:GetVelocity():Length() local OnGround = pl:OnGround() if( pl:GetActiveWeapon():IsValid() ) then Wep_name = pl:GetActiveWeapon():GetClass() end //local Wep_name = pl:GetActiveWeapon():GetClass() // ---------------------------------------------------------- // IDLE // ---------------------------------------------------------- local anim = "idle_angry" //---------------------------------------------------------- // SMG/Idle //---------------------------------------------------------- if (OnGround && Wep_name == "weapon_smg1") then anim = "Idle_Angry_SMG1" end //----------------------------------------------------------- // SMG/Moving //----------------------------------------------------------- if ( Speed > 0 && OnGround && Wep_name == "weapon_smg1" && !pl:Crouching() ) then if (Speed > 150) then anim = "run_SMG1_Relaxed_all" else anim = "walk_SMG1_Relaxed_all" end end // ---------------------------------------------------------- // SMG/Firing //----------------------------------------------------------- if ( OnGround && Wep_name == "weapon_smg1" && pl:KeyDown( IN_ATTACK ) ) then anim = "shoot_smg1" end // ---------------------------------------------------------- // Gesture/Wave //----------------------------------------------------------- if ( OnGround && Wave == true ) then anim = "Wave" Wave = false end // ---------------------------------------------------------- // CROUCHING & NOT MOVING // ---------------------------------------------------------- if ( OnGround && pl:Crouching() ) then anim = "Sit_Ground" end // ---------------------------------------------------------- // CROUCHING & MOVING // ---------------------------------------------------------- if ( Speed > 0 && OnGround && pl:Crouching() ) then anim = "Crouch_walk_all" end // ---------------------------------------------------------- // RUNNING/WALKING // ---------------------------------------------------------- if (Speed > 0 && OnGround && !pl:Crouching() ) then if (Speed > 150) then anim = "run_all" else anim = "walk_all" end end // ---------------------------------------------------------- // JUMPING // ---------------------------------------------------------- if ( !OnGround ) then anim = "jump_holding_glide" end // ---------------------------------------------------------- // TRANSLATION AND UPDATING ANIM // ---------------------------------------------------------- anim = pl:LookupSequence(anim) if (pl:GetSequence() == anim) then return end pl:SetPlaybackRate( 1.0 ) pl:ResetSequence( anim ) pl:SetCycle( 0 ) end // Gestures & Tid Bits COMMANDS concommand.Add( "npl_wave", MakePlayerWave )