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Jan 16th, 2018
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  1. function ChangeBoneStuffThink()
  2. for k, v in pairs(player.GetAll()) do
  3. if v:GetActiveWeapon().Base != "weapon_ds_base" then
  4. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_UpperArm") != nil then
  5. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_UpperArm"), Angle(0,0,0) )
  6. end
  7. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_Forearm") != nil then
  8. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_Forearm"), Angle(0,0,0) )
  9. end
  10. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_Hand") != nil then
  11. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_Hand"), Angle(0,0,0) )
  12. end
  13. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_UpperArm") != nil then
  14. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_UpperArm"), Angle(0,0,0) )
  15. end
  16. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_Forearm") != nil then
  17. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_Forearm"), Angle(0,0,0) )
  18. end
  19. if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_Hand") != nil then
  20. v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_Hand"), Angle(0,0,0) )
  21. end
  22. end
  23. end
  24. end
  25. hook.Add("Think", "ChangeBoneStuffThink", ChangeBoneStuffThink)
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