Don't do some of these animations
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@ -129,3 +129,41 @@ function PT:HandlerCheck()
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local wep = self:GetActiveWeapon()
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local wep = self:GetActiveWeapon()
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return ( wep:IsValid() and wep:GetClass() == "itemhandler" and wep.GetActiveR ) and wep or false
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return ( wep:IsValid() and wep:GetClass() == "itemhandler" and wep.GetActiveR ) and wep or false
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end
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end
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-- Temporary
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function GM:UpdateAnimation( ply, vel, maxseqgroundspeed )
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local len = vel:Length()
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local movement = 1.0
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if ( len > 0.2 ) then
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movement = ( len / maxseqgroundspeed )
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end
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local rate = math.min( movement, 2 )
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-- if we're under water we want to constantly be swimming..
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if ( ply:WaterLevel() >= 2 ) then
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rate = math.max( rate, 0.5 )
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elseif ( !ply:IsOnGround() && len >= 1000 ) then
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rate = 0.1
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end
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ply:SetPlaybackRate( rate )
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end
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function GM:HandlePlayerJumping( ply, vel )
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return false
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end
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function GM:HandlePlayerVaulting( ply, vel )
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return false
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end
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function GM:HandlePlayerLanding( ply, vel, onground )
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return false
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end
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function GM:HandlePlayerNoClipping( ply, vel )
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return false
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end
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