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tfa_anims_template.lua
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-- TFA Base Animations reference
-- Example of animation table:
SWEP.Animations = {
["shoot1"] = {
-- Еype of the animation entry, either TFA.Enum.ANIMATION_ACT or TFA.Enum.ANIMATION_SEQ
-- ALL ENTRIES OF THE ANIMATION MUST BE OF THE SAME TYPE!!!
-- for ANIMATION_ACT, "value" must be one of the enums from https://wiki.facepunch.com/gmod/Enums/ACT
-- for ANIMATION_SEQ "value" is the sequence name
["type"] = TFA.Enum.ANIMATION_ACT,
-- Basic
["value"] = ACT_VM_PRIMARYATTACK,
["value_empty"] = ACT_VM_DRYFIRE,
["value_last"] = ACT_VM_PRIMARYATTACK_EMPTY,
-- Silenced
["value_sil"] = ACT_VM_PRIMARYATTACK_SILENCED,
["value_sil_empty"] = ACT_VM_DRYFIRE_SILENCED,
-- Ironsights/ADS
["value_is"] = ACT_VM_PRIMARYATTACK_1,
["value_is_empty"] = ACT_VM_PRIMARYATTACK_2,
["value_is_last"] = ACT_VM_PRIMARYATTACK_3,
-- ADS + Silenced
["value_is_sil"] = ACT_VM_PRIMARYATTACK_DEPLOYED_1,
["value_is_sil_empty"] = ACT_VM_PRIMARYATTACK_DEPLOYED_2,
["value_is_sil_last"] = ACT_VM_PRIMARYATTACK_DEPLOYED_3,
-- Force enable animation (when it's not autodetected)
["enabled"] = true
},
}
-- Uncomment entry and add to SWEP.Animations table of your SWEP. DO NOT COPY THE WHOLE BLOCK!
-- SWEP.Animations = {
--[[ Gun Base ]]--
-- ["draw_first"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_DEPLOYED,
-- ["enabled"] = nil
-- },
-- ["draw"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW
-- },
-- ["draw_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_EMPTY
-- },
-- ["draw_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRAW_SILENCED
-- },
-- ["shoot1"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK
-- },
-- ["shoot1_last"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_EMPTY
-- },
-- ["shoot1_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE
-- },
-- ["shoot1_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_SILENCED
-- },
-- ["shoot1_silenced_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE_SILENCED or 0
-- },
-- ["shoot1_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_PRIMARYATTACK_1
-- },
-- ["shoot2"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_SECONDARYATTACK
-- },
-- ["shoot2_last"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "shoot2_last"
-- },
-- ["shoot2_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DRYFIRE
-- },
-- ["shoot2_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "shoot2_silenced"
-- },
-- ["shoot2_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_ISHOOT_M203
-- },
-- ["idle"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE
-- },
-- ["idle_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE_EMPTY
-- },
-- ["idle_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IDLE_SILENCED
-- },
-- ["reload"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD
-- },
-- ["reload_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_EMPTY
-- },
-- ["reload_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_SILENCED
-- },
-- ["reload_shotgun_start"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_START
-- },
-- ["reload_shotgun_finish"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH
-- },
-- ["reload_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_ADS
-- },
-- ["reload_empty_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_EMPTY_ADS
-- },
-- ["reload_silenced_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_RELOAD_SILENCED_ADS
-- },
-- ["reload_shotgun_start_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_START_ADS
-- },
-- ["reload_shotgun_finish_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_SHOTGUN_RELOAD_FINISH_ADS
-- },
-- ["holster"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER
-- },
-- ["holster_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER_EMPTY
-- },
-- ["holster_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HOLSTER_SILENCED
-- },
-- ["silencer_attach"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_ATTACH_SILENCER
-- },
-- ["silencer_detach"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_DETACH_SILENCER
-- },
-- ["rof"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIREMODE
-- },
-- ["rof_is"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_IFIREMODE
-- },
-- ["inspect"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET
-- },
-- ["inspect_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET_EMPTY
-- },
-- ["inspect_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_FIDGET_SILENCED
-- },
--[[ Bash Base ]]--
-- ["bash"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HITCENTER
-- },
-- ["bash_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_HITCENTER2
-- },
-- ["bash_empty"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_MISSCENTER
-- },
-- ["bash_empty_silenced"] = {
-- ["type"] = TFA.Enum.ANIMATION_ACT,
-- ["value"] = ACT_VM_MISSCENTER2
-- },
-- }
-- Fake ACT enum entries added by the base
-- These values do not exist in the engine, so for those names use the replacement value in the $sequence definition:
-- ACT_VM_FIDGET_EMPTY - ACT_CROSSBOW_FIDGET_UNLOADED
-- ACT_VM_FIDGET_SILENCED - ACT_RPG_FIDGET_UNLOADED
-- ACT_VM_HOLSTER_SILENCED - ACT_CROSSBOW_HOLSTER_UNLOADED
-- ACT_VM_RELOAD_ADS - ACT_IDLE_AIM_RIFLE_STIMULATED
-- ACT_VM_RELOAD_EMPTY_ADS - ACT_WALK_AIM_RIFLE_STIMULATED
-- ACT_VM_RELOAD_SILENCED_ADS - ACT_RUN_AIM_RIFLE_STIMULATED
-- ACT_SHOTGUN_RELOAD_START_ADS - ACT_IDLE_SHOTGUN_RELAXED
-- ACT_SHOTGUN_RELOAD_FINISH_ADS - ACT_IDLE_SHOTGUN_STIMULATED
--[[ Bow Base ]]--
-- SWEP.BowAnimations = {
-- ["shake"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "tiredloop",
-- ["enabled"] = true
-- },
-- ["shoot"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "fire_1",
-- ["enabled"] = true
-- },
-- ["cancel"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "cancelarrow",
-- ["enabled"] = true
-- },
-- ["draw"] = {
-- ["type"] = TFA.Enum.ANIMATION_SEQ,
-- ["value"] = "drawarrow",
-- ["enabled"] = true
-- }
-- }