01-17-2020, 11:58 PM
Did someone say overly technical explanation?
This doesn't have anything to do with the prop menu, you're just crouched. You can always tell if you're crouched when you look at the horizon and the crosshair points to your body instead of above your head.
Here's the code PH uses to check if the player can turn into a prop. The player has to:
Additionally, the prop menu we use checks if the user can move before transforming you. It would be nice that it didn't count as a "use" when it fails to change you, though. Actually, why does it even count uses? Being able to change into dumb shit when people aren't looking is fun!
This doesn't have anything to do with the prop menu, you're just crouched. You can always tell if you're crouched when you look at the horizon and the crosshair points to your body instead of above your head.
Code:
if pl:Team() == TEAM_PROPS && pl:IsOnGround() && !pl:Crouching() && table.HasValue(USABLE_PROP_ENTITIES, ent:GetClass()) && ent:GetModel() then
- Be on team props
- Be contacting the floor
- Not be in a crouched state
- The prop must listed as usable (Not in the illegal props list)
- The prop must have a model
Additionally, the prop menu we use checks if the user can move before transforming you. It would be nice that it didn't count as a "use" when it fails to change you, though. Actually, why does it even count uses? Being able to change into dumb shit when people aren't looking is fun!