diff --git a/gamemodes/benny/gamemode/modules/player/sh_movement_advanced.lua b/gamemodes/benny/gamemode/modules/player/sh_movement_advanced.lua index cd20347..f44e827 100644 --- a/gamemodes/benny/gamemode/modules/player/sh_movement_advanced.lua +++ b/gamemodes/benny/gamemode/modules/player/sh_movement_advanced.lua @@ -183,20 +183,21 @@ hook.Add( "Move", "Benny_Move", function( ply, mv ) if mv:KeyDown( IN_ALT1 ) then local dig = Vector( mv:GetForwardSpeed()+0.01, mv:GetSideSpeed(), 0 ):GetNormalized() local dug = Angle( 0, ply:EyeAngles().y, 0 ) - ply:SetGroundEntity( NULL ) - local upspeed = 100 - local movespeed = 200 + local upspeed = 120 + local movespeed = 230 local pitch = ply:EyeAngles().p - if pitch < -15 then + if pitch < -12 then upspeed = 250 movespeed = 320 - elseif pitch < 15 then - upspeed = 150 + elseif pitch < 12 then + upspeed = 160 movespeed = 260 end dig:Mul( movespeed ) + if !ply:OnGround() then upspeed = mv:GetVelocity().z end + ply:SetGroundEntity( NULL ) mv:SetVelocity( dug:Forward()*dig.x + dug:Right()*dig.y + (vector_up*upspeed) ) - ply:AddFlags( FL_ANIMDUCKING ) + ply:AddVCDSequenceToGestureSlot( GESTURE_SLOT_JUMP, ply:SelectWeightedSequence( ACT_GMOD_GESTURE_RANGE_ZOMBIE_SPECIAL ), 0.6, true ) ply:SetJumpBoost( 1 ) if CLIENT and IsFirstTimePredicted() then ply:EmitSound( "weapons/slam/throw.wav", 70, 200, 0.5 ) @@ -208,7 +209,6 @@ hook.Add( "Move", "Benny_Move", function( ply, mv ) else ply:SetJumpBoost( 0 ) end - ply:RemoveFlags( FL_ANIMDUCKING ) end --debugoverlay.Box( Target+(TargetNor*16), ba, bb, 0, CR )