land shark fix

 

Unlike other anti sharks I wanted one that allows you to use the use key as well as have a decent anti shark. To get the anti shark working you need to add some lines to the jump states. These make the player go into a STAN state when they try to shark.

 

To each of these states the line ‘STAND                                               : AT_LADDER’ at ladder should be applied within the states section of the state.

 

 

 

state JUMP_FORWARD_RUN

{

            entrycommands

            {

                        movementstealth "0.2"

                        moveposflags "crouching" "running"

//                      modheight "duck"

                        modheight "jumpstart"

                        commanddelay 0.05 exec global/ac/jump.scr

 

            }

            legs

            {

                        mp40_jump_run_takeoff                                               : IS_WEAPON_ACTIVE "mainhand" "MP40"

                        mp44_jump_run_takeoff                                               : IS_WEAPON_ACTIVE "mainhand" "StG 44"

                        bazooka_jump_run_takeoff                              : IS_WEAPON_ACTIVE "mainhand" "Bazooka"

                        bazooka_jump_run_takeoff                              : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"

                        shotgun_jump_run_takeoff                                : IS_WEAPON_ACTIVE "mainhand" "Shotgun"

                        steilhandgranate_jump_run_takeoff       : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

                        pistol_jump_run_takeoff                                               : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"

                        rifle_jump_run_takeoff                                      : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"

                        grenade_jump_run_takeoff                               : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"

                        smg_jump_run_takeoff                                     : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"

                        mg_jump_run_takeoff                                                   : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"

//                      pistol_jump_run_takeoff                                               : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now

                        unarmed_jump_run_takeoff                              : default

            }

           

            states

            {

//                      FALL_DUCKED                                            : ANIMDONE_LEGS CROUCH

//                      FALL                                                   : ANIMDONE_LEGS CHECK_HEIGHT "stand"

                        FALL_DUCKED_WANT_STAND    : ANIMDONE_LEGS !DUCKED_VIEW_IN_WATER

                        FALL                                                   : ANIMDONE_LEGS

 

                        STAND                                               : AT_LADDER

            }

}

 

state JUMP_STANDING

{

            entrycommands

            {

                        movementstealth "0.3"

                        moveposflags "crouching"

//                      modheight "duck"

                        modheight "jumpstart"

                        commanddelay 0.05 exec global/ac/jump.scr

            }

            legs

            {

                        mp40_jump_takeoff                                         : IS_WEAPON_ACTIVE "mainhand" "MP40"

                        mp44_jump_takeoff                                         : IS_WEAPON_ACTIVE "mainhand" "StG 44"

                        bazooka_jump_takeoff                         : IS_WEAPON_ACTIVE "mainhand" "Bazooka"

                        bazooka_jump_takeoff                         : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"

                        shotgun_jump_takeoff                           : IS_WEAPON_ACTIVE "mainhand" "Shotgun"

                        steilhandgranate_jump_takeoff  : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

                        pistol_jump_takeoff                                          : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"

                        rifle_jump_takeoff                                             : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"

                        grenade_jump_takeoff                          : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"

                        smg_jump_takeoff                                            : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"

                        mg_jump_takeoff                                                          : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"

//                      pistol_jump_takeoff                                          : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now

                        unarmed_jump_takeoff                         : default

            }

           

            states

            {

//                      FALL_DUCKED                                            : ANIMDONE_LEGS CROUCH

//                      FALL                                                   : ANIMDONE_LEGS CHECK_HEIGHT "stand"

                        FALL_DUCKED_WANT_STAND    : ANIMDONE_LEGS !DUCKED_VIEW_IN_WATER

                        FALL                                                   : ANIMDONE_LEGS

 

                        STAND                                               : AT_LADDER

            }

}

 

 

state FALL_DUCKED_WANT_STAND

{

            entrycommands

            {

                        modheight "duck"

                        movementstealth "0.75"

                        moveposflags "offground" "falling"

            }

            legs

            {

                        mp40_fall                                             : IS_WEAPON_ACTIVE "mainhand" "MP40"

                        mp44_fall                                             : IS_WEAPON_ACTIVE "mainhand" "StG 44"

                        bazooka_fall                             : IS_WEAPON_ACTIVE "mainhand" "Bazooka"

                        bazooka_fall                             : IS_WEAPON_ACTIVE "mainhand" "Panzerschreck"

                        shotgun_fall                              : IS_WEAPON_ACTIVE "mainhand" "Shotgun"

                        steilhandgranate_fall      : IS_WEAPON_ACTIVE "mainhand" "Stielhandgranate"

                        pistol_fall                                              : IS_WEAPONCLASS_ACTIVE "mainhand" "pistol"

                        rifle_fall                                                : IS_WEAPONCLASS_ACTIVE "mainhand" "rifle"

                        grenade_fall                              : IS_WEAPONCLASS_ACTIVE "mainhand" "grenade"

                        smg_fall                                                : IS_WEAPONCLASS_ACTIVE "mainhand" "smg"

                        mg_fall                                                 : IS_WEAPONCLASS_ACTIVE "mainhand" "mg"

//                      pistol_fall                                              : IS_WEAPONCLASS_ACTIVE "mainhand" "item" // hold all items like a pistol for now

                        unarmed_fall                             : default

            }

           

            states

            {

//                      FALL                                       : CHECK_HEIGHT "stand"

//                      FALL                                       : +JUMP CHECK_HEIGHT "stand"

                        FALL_DUCKED                                : +CROUCH

           

                        LAND                                     : ONGROUND CHECK_HEIGHT "stand"

                        LAND_DUCKED                               : ONGROUND

                        STAND                                               : AT_LADDER

            }

}