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More Bug Fixes + Extra Convars - #348

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More Bug Fixes + Extra Convars#348
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  • Fixed Tosugeki Sound Volume.
  • Added Dive.Tosugeki into Sounds_Misc.
  • -Added a janky method to prevent disarming on certain npcs IE Turrets,Helicopter, etc.
  • Added FallLock Convar. -Added Cloth.Fall on balance pipe.
  • Fixed crouch jumping when on a swingbar.
  • Fixed Stop Sound Convar.
  • Renamed "Beatrun_StopDeathSound" to "Beatrun_Death_StopSound"

- Fixed Tosugeki Sound Volume.
- Added Dive.Tosugeki into Sounds_Misc.
-Added a janky method to prevent disarming on certain npcs IE Turrets,Helicopter, etc.
- Added FallLock Convar.
-Added Cloth.Fall on balance pipe.
- Fixed crouch jumping when on a swingbar.
- Fixed Stop Sound Convar.
- Renamed "Beatrun_StopDeathSound" to "Beatrun_Death_StopSound"
@JonnyBro JonnyBro self-assigned this Sep 1, 2026
@@ -1,7 +1,9 @@
local stopsound = CreateClientConVar("Beatrun_StopDeathSound", "1", true, false)
local stopsound = CreateClientConVar("Beatrun_Death_StopSound", "0", true, false)

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Why the rename? I get the change to "0" by default tho


net.Receive("DeathStopSound", function()
if stopsound:GetBool() then
return

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Could just do

if not stopsound:GetBool() then return end
...

end)

hook.Add("InputMouseApply", "FallLock", function(cmd, x, y, ang)
local BRFallLock = CreateClientConVar("Beatrun_FallLock", "1", true, false)

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Creating a convar inside a hook is a bad idea


-- Not the best method to filter out imcompatible NPC rigs.
-- Feel free to replace this with something less janky.
local IgnoreDisarm = {

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Please use glualint for this project.

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