If you compare the default mike_legs with the fixed mike_legs from Reborn, you will see it only adds 3 lines ("STAND : AT_LADDER") in 3 different states: "FALL_DUCKED_WANT_STAND", "JUMP_STANDING" and "JUMP_FORWARD_RUN"
so, if you try to do the landshark trick, instead of going into landshark mode it forces you to be in the "STAND" state.
The mike_torso modifications are for the "greade crash" fix, the "_fps model" fix, and the "team swap while in ladder/turret" fix.
Code:
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 // <------------------------ antishark
}
}
state LAND_DUCKED
{
entrycommands
{
movementstealth "0.5"
moveposflags "crouching"
}
states
{
STAND : HARD_IMPACT !CROUCH CHECK_HEIGHT "stand"
CROUCH_IDLE : default
}
}
////////////////////////////////////////////////////////////////
//
// JUMPING
//
////////////////////////////////////////////////////////////////
state JUMP_STANDING
{
entrycommands
{
movementstealth "0.3"
moveposflags "crouching"
// modheight "duck"
modheight "jumpstart"
commanddelay 0.05 jump 56
}
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 // <------------------------ antishark
}
}
state JUMP_FORWARD_RUN
{
entrycommands
{
movementstealth "0.2"
moveposflags "crouching" "running"
// modheight "duck"
modheight "jumpstart"
commanddelay 0.05 jump 56
}
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 // <------------------------ antishark
}
}