v1.4.4
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function init()
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self.rotation = 0
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self.rotationRate = 20.0
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self.rotationRange = {-0.4, math.pi + 0.2}
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end
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function update(dt, fireMode, shiftHeld)
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self.rotation = self.rotation + self.rotationRate * dt
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if self.rotation < self.rotationRange[1] or self.rotation > self.rotationRange[2] then
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self.rotationRate = -self.rotationRate
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self.rotation = self.rotation + self.rotationRate * dt * 2
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end
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local damageArea = animator.partPoly("hammer", "damageArea")
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if damageArea then
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activeItem.setDamageSources({{
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poly = damageArea,
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damage = 50,
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sourceEntity = activeItem.ownerEntityId(),
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team = activeItem.ownerTeam(),
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knockback = 50,
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rayCheck = true
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}})
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end
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activeItem.setArmAngle(self.rotation)
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activeItem.setFacingDirection(table.pack(activeItem.aimAngleAndDirection(-1, activeItem.ownerAimPosition()))[2])
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end
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