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It's redundant when the other edited versions of the legs mod still exist and I'd rather not add to the pile. I'll decide on the default eventually.
Currently have it implemented but as an optional setting on my end. It's not uploaded to the public version yet. L4D1's legs also does have this calm-legs system as well so it's a hard say if I should default this to true or false.
Interesting knowledge nonetheless
Would you do the edit yourself, since you do know the proper way, or it's just borderline hard? 🤔
Half of the reason is some survivors don't have normal idle animations to use that have their legs standing straight. Calm idle animations standing straight like the one for the pistol or duals will have the arms down and cause the double arms effect.
The other half is I wanted to implement something to make the legs a bit more accurate to the third-person model. Go in TUMTARA or stay in a safe place and your legs will be straight or at least a bit more laid-back. Once you do an action your legs go to the right side, that is also what your true third-person model does.
Turns out some people don't care about that and would use a really lazy edit of the mod instead. What bothers me about this is the editor could've done this edit properly by targeting the calm-system in one line as well, but what they did proves very pathetic by targeting the movement detection and making legs bounce like jello when standing still.
I saw the other two poorly edited add-ons from this of your, looking again, are there reasons/limitations your legs script just show the legs turn to the right side instead of straight legs like the other two?
I've added this addon to the Tacticam Addon Collection. Check it out here: Tacticam
Same behavior as in L4D1.
obviously, but you can't jam unpublished c++ source code into vscript
https://steamcommunity.com/sharedfiles/filedetails/?id=3412880941