You can use one of this:
local.player.fireheld
local.player.leanleftheld // Reborn only
local.player.leanrightheld // Reborn only
local.player.primaryfireheld // Breakthrough only
local.player.runheld // Reborn only
local.player.secfireheld // Reborn only
local.player.secondaryfireheld // Breakthrough only
local.player.useheld
// you can also use this to detect leaning without reborn
if ((local.player getcontrollerangles 0)[2] < -15) {
// player is leaning right
}
if ((local.player getcontrollerangles 0)[2] > 15) {
// player is leaning left
}
And for the holding models thing you want to do
I have this code for that.
It is for holding the models the same way you hold them in the source engine games
main:
thread createUseModel "models/test/box.tik" ( -800 -300 0 ) 1
end
createUseModel local.model local.origin local.scale:
level.model = spawn "TriggerUse"
level.model model local.model
level.model scale local.scale
level.model origin local.origin
level.model setthread holding
end
holding:
self nottriggerable
local.player = parm.other
local.angles = self.angles - local.player.angles
local.vangle = local.player.viewangles[0]
local.distance = vector_length (vector_subtract (local.player gettagposition "eyes bone") self.origin)
while (local.player/*you probably need to add more checks here*/) {
// self origin ( local.player.centroid + (vector_scale local.player.forwardvector local.distance) + ( 0 0 ((local.player getcontrollerangles 0)[0] * -(local.distance * 0.025)) ) )
self origin ( local.player.origin + (vector_scale local.player.forwardvector local.distance) + ( 0 0 ((local.player.viewangles[0] - local.vangle) * -(local.distance * 0.015)) ) )
self angles (vector_add local.angles local.player.angles)
if (local.player.fireheld) {
break
}
waitframe
}
self droptofloor
self triggerable
end