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function ChangeBoneStuffThink()
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    for k, v in pairs(player.GetAll()) do
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        if v:GetActiveWeapon().Base != "weapon_ds_base" then
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_UpperArm") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_UpperArm"), Angle(0,0,0) )
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            end
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_Forearm") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_Forearm"), Angle(0,0,0) )
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            end
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_L_Hand") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_L_Hand"), Angle(0,0,0) )
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            end
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_UpperArm") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_UpperArm"), Angle(0,0,0) )
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            end
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_Forearm") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_Forearm"), Angle(0,0,0) )
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            end
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            if IsValid(v) && v:LookupBone("ValveBiped.Bip01_R_Hand") != nil then
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				v:ManipulateBoneAngles( v:LookupBone("ValveBiped.Bip01_R_Hand"), Angle(0,0,0) )
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            end
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        end
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    end
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end
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hook.Add("Think", "ChangeBoneStuffThink", ChangeBoneStuffThink)