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Feb 1st, 2021
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  1. local NPCHoldType = {
  2. [ ACT_IDLE ] = ACT_IDLE_PISTOL,
  3. [ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_PISTOL,
  4. [ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_PISTOL,
  5. [ ACT_RELOAD ] = ACT_RELOAD_PISTOL,
  6. [ ACT_WALK_AIM ] = ACT_WALK_AIM_PISTOL,
  7. [ ACT_RUN_AIM ] = ACT_RUN_AIM_PISTOL,
  8. [ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_PISTOL,
  9. [ ACT_RELOAD_LOW ] = ACT_RELOAD_PISTOL_LOW,
  10. [ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_PISTOL_LOW,
  11. [ ACT_COVER_LOW ] = ACT_COVER_PISTOL_LOW,
  12. [ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_PISTOL_LOW,
  13. [ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_PISTOL
  14. }
  15.  
  16. local NPCAR2HoldType = {
  17. [ ACT_RANGE_ATTACK1 ] = ACT_RANGE_ATTACK_AR2,
  18. [ ACT_RELOAD ] = ACT_RELOAD_SMG1,
  19. [ ACT_IDLE ] = ACT_IDLE_SMG1,
  20. [ ACT_IDLE_ANGRY ] = ACT_IDLE_ANGRY_SMG1,
  21. [ ACT_WALK ] = ACT_WALK_RIFLE,
  22.  
  23. [ ACT_IDLE_RELAXED ] = ACT_IDLE_SMG1_RELAXED,
  24. [ ACT_IDLE_STIMULATED ] = ACT_IDLE_SMG1_STIMULATED,
  25. [ ACT_IDLE_AGITATED ] = ACT_IDLE_ANGRY_SMG1,
  26.  
  27. [ ACT_WALK_RELAXED ] = ACT_WALK_RIFLE_RELAXED,
  28. [ ACT_WALK_STIMULATED ] = ACT_WALK_RIFLE_STIMULATED,
  29. [ ACT_WALK_AGITATED ] = ACT_WALK_AIM_RIFLE,
  30.  
  31. [ ACT_RUN_RELAXED ] = ACT_RUN_RIFLE_RELAXED,
  32. [ ACT_RUN_STIMULATED ] = ACT_RUN_RIFLE_STIMULATED,
  33. [ ACT_RUN_AGITATED ] = ACT_RUN_AIM_RIFLE,
  34.  
  35. [ ACT_IDLE_AIM_RELAXED ] = ACT_IDLE_SMG1_RELAXED,
  36. [ ACT_IDLE_AIM_STIMULATED ] = ACT_IDLE_AIM_RIFLE_STIMULATED,
  37. [ ACT_IDLE_AIM_AGITATED ] = ACT_IDLE_ANGRY_SMG1,
  38.  
  39. [ ACT_WALK_AIM_RELAXED ] = ACT_WALK_RIFLE_RELAXED,
  40. [ ACT_WALK_AIM_STIMULATED ] = ACT_WALK_AIM_RIFLE_STIMULATED,
  41. [ ACT_WALK_AIM_AGITATED ] = ACT_WALK_AIM_RIFLE,
  42.  
  43. [ ACT_RUN_AIM_RELAXED ] = ACT_RUN_RIFLE_RELAXED,
  44. [ ACT_RUN_AIM_STIMULATED ] = ACT_RUN_AIM_RIFLE_STIMULATED,
  45. [ ACT_RUN_AIM_AGITATED ] = ACT_RUN_AIM_RIFLE,
  46.  
  47. [ ACT_WALK_AIM ] = ACT_WALK_AIM_RIFLE,
  48. [ ACT_WALK_CROUCH ] = ACT_WALK_CROUCH_RIFLE,
  49. [ ACT_WALK_CROUCH_AIM ] = ACT_WALK_CROUCH_AIM_RIFLE,
  50. [ ACT_RUN ] = ACT_RUN_RIFLE,
  51. [ ACT_RUN_AIM ] = ACT_RUN_AIM_RIFLE,
  52. [ ACT_RUN_CROUCH ] = ACT_RUN_CROUCH_RIFLE,
  53. [ ACT_RUN_CROUCH_AIM ] = ACT_RUN_CROUCH_AIM_RIFLE,
  54. [ ACT_GESTURE_RANGE_ATTACK1 ] = ACT_GESTURE_RANGE_ATTACK_AR2,
  55. [ ACT_COVER_LOW ] = ACT_COVER_SMG1_LOW,
  56. [ ACT_RANGE_AIM_LOW ] = ACT_RANGE_AIM_AR2_LOW,
  57. [ ACT_RANGE_ATTACK1_LOW ] = ACT_RANGE_ATTACK_SMG1_LOW,
  58. [ ACT_RELOAD_LOW ] = ACT_RELOAD_SMG1_LOW,
  59. [ ACT_GESTURE_RELOAD ] = ACT_GESTURE_RELOAD_SMG1
  60. }
  61.  
  62. local NPCSMG
  63.  
  64. local LookupActivityTable = {
  65.  
  66.  
  67. function SWEP:SetupWeaponHoldTypeForAI( holdtype )
  68. local ActivityTranslate
  69. self.ActivityTranslateAI = ActivityTranslate
  70.  
  71. for k, v in pairs( string.lower( holdtype ) == "ar2" && NPCAR2HoldType || NPCHoldType ) do
  72. ActivityTranslate[ k ] = v
  73. end
  74. end
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