diff --git a/script.lua b/script.lua index c32a474..1ecb943 100644 --- a/script.lua +++ b/script.lua @@ -607,16 +607,22 @@ end function animateMTail(val) local chest_rot = 3 local period=2*math.pi - model.Body:setRot(vec( wave(val, period, 3), 0, 0 )) -- TODO vanilla model manipulation broke, add chestplate model -- armor_model.CHESTPLATE:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 )) -- this makes it work with partial vanilla -- vanilla_model.BODY:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 )) -- vanilla_model.JACKET:setRot(vec( -wave(val, period, math.rad(3)), 0, 0 )) - model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4), 0, 0 )) - model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4), 0, 0 )) - TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7), 0, 0 )) + if player:getVehicle() then + TAIL_BONES[1]:setRot(vec(80,0,0)) + else + resetAngles(model.Body) + model.Body:setRot(vec( wave(val, period, 3), 0, 0 )) + model.Body.LeggingsTopTrimF:setRot(vec( wave(val-1, period, 4), 0, 0 )) + model.Body.LeggingsTopTrimB:setRot(vec( wave(val-1, period, 4), 0, 0 )) + TAIL_BONES[1]:setRot(vec( wave(val-1, period, 7), 0, 0 )) + end + TAIL_BONES[2]:setRot(vec( wave(val-2, period, 8), 0, 0 )) TAIL_BONES[3]:setRot(vec( wave(val-3, period, 12), 0, 0 )) TAIL_BONES[4]:setRot(vec( wave(val-4, period, 15), 0, 0 ))