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
state JUMP_STANDING
state FALL_DUCKED_WANT_STAND
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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 } } |
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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 } } |
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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 } }
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