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@ -4,7 +4,7 @@ using System;
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/// Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our
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/// aim is to put everything you need in this class, so you can easily see what variables are available.
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/// </summary>
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[Title( "Animation Helper" )]
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[Title( "[KPTL] Animation Helper" )]
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[Category( "KPTL" )]
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[Icon( "directions_run" )]
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public sealed class AnimationHelper : Component, Component.ExecuteInEditor
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@ -4,7 +4,7 @@ using Sandbox.Utility;
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namespace Sandbox;
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[Title( "Connect" )]
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[Title( "[KPTL] Connect" )]
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[Category( "KPTL" )]
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[Icon( "electrical_services" )]
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public sealed class KPTLConnect : Component, Component.INetworkListener
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16
Code/Kal.cs
16
Code/Kal.cs
@ -20,8 +20,6 @@ public sealed class Kal : Component
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[Property] [Range(200f, 500f, 20f)] public float JumpStrength { get; set; } = 350f;
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[Sync] public Angles EyeAngles { get; set; }
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// [Sync] public bool IsDucking { get; set; }
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// [Sync] public bool IsRunning { get; set; }
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protected override void OnStart()
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{
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@ -47,10 +45,10 @@ public sealed class Kal : Component
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if ( Network.IsOwner )
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{
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var wishDirection = Input.AnalogMove.Normal * Rotation.FromYaw( EyeAngles.yaw );
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var IsDucking = Input.Down( "Duck" );
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var IsRunning = Input.Down( "Run" );
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var wishSpeed = IsDucking ? DuckSpeed :
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IsRunning ? RunSpeed : WalkSpeed;
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var isDucking = Input.Down( "Duck" );
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var isRunning = Input.Down( "Run" );
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var wishSpeed = isDucking ? DuckSpeed :
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isRunning ? RunSpeed : WalkSpeed;
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Controller.WishVelocity = wishDirection * wishSpeed;
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@ -63,10 +61,10 @@ public sealed class Kal : Component
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}
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if ( !AnimationHelper.IsValid() ) return;
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AnimationHelper.DuckLevel = IsDucking ? 1f : 0f;
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AnimationHelper.DuckLevel = isDucking ? 1f : 0f;
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}
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AnimationHelper.WithWishVelocity(Controller.WishVelocity);
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AnimationHelper.WithVelocity(Controller.Velocity);
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AnimationHelper.IsGrounded = Controller.IsOnGround;
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@ -10,26 +10,18 @@ public sealed class RagdollController : Component
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// Sensible Indexes
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// 3 - HEad
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public void Toggle()
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{
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bool enable = !bodyPhysics.Enabled;
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bodyPhysics.Enabled = enable;
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bodyPhysics.MotionEnabled = enable;
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bodyRenderer.UseAnimGraph = !enable;
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}
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public void EnableRagdoll()
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[Sync]
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private bool Enabled
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{
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bool enable = true;
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bodyPhysics.Enabled = enable;
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bodyPhysics.MotionEnabled = enable;
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bodyRenderer.UseAnimGraph = !enable;
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}
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public void DisableRagdoll()
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{
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bool enable = false;
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get => bodyPhysics.Enabled;
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set
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{
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Log.Info(value);
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bodyPhysics.Enabled = value;
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bodyPhysics.MotionEnabled = value;
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bodyRenderer.UseAnimGraph = !value;
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}
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}
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void UpdateBody()
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@ -114,9 +106,10 @@ public sealed class RagdollController : Component
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{
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if ( Network.IsOwner )
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{
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if(Input.Pressed( "Ragdoll" ))
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if (Input.Pressed( "Ragdoll" ))
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{
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Toggle();
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Log.Info(123123);
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Enabled = !Enabled;
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}
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}
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