Its easy to fix
Just replace
while(IsValid(ai))
{
ai.SetAngles(VectorToAngles( player.GetOrigin() - ai.GetOrigin()))
if(AimTrainer_STRAFING_SPEED == 0)
{
WaitFrame()
continue
}
int random = RandomIntRangeInclusive(1,10)
if (random == 9 || random == 10){
ai.Anim_ScriptedPlayActivityByName( "ACT_STAND", true, 0.1 )
ai.Anim_SetPlaybackRate(AimTrainer_STRAFING_SPEED)
wait RandomFloatRange(0.05,0.25)*(1/AimTrainer_STRAFING_SPEED_WAITTIME)
}
else
{
ai.Anim_ScriptedPlayActivityByName( "ACT_RUN_RIGHT", true, 0.1 )
ai.Anim_SetPlaybackRate(AimTrainer_STRAFING_SPEED)
wait RandomFloatRange(0.2,0.75)*(1/AimTrainer_STRAFING_SPEED_WAITTIME)
ai.Anim_ScriptedPlayActivityByName( "ACT_RUN_LEFT", true, 0.1 )
ai.Anim_SetPlaybackRate(AimTrainer_STRAFING_SPEED)
wait RandomFloatRange(0.2,0.75)*(1/AimTrainer_STRAFING_SPEED_WAITTIME)
}
}
with
int strafeDir = RandomIntRangeInclusive(0,1)
while(IsValid(ai))
{
ai.SetAngles(VectorToAngles( player.GetOrigin() - ai.GetOrigin()))
if(AimTrainer_STRAFING_SPEED == 0)
{
WaitFrame()
continue
}
int random = RandomIntRangeInclusive(1,10)
if (random == 9 || random == 10){
ai.Anim_ScriptedPlayActivityByName( "ACT_STAND", true, 0.1 )
ai.Anim_SetPlaybackRate(AimTrainer_STRAFING_SPEED)
wait RandomFloatRange(0.05,0.25)*(1/AimTrainer_STRAFING_SPEED_WAITTIME)
}
else
{
if (strafeDir)
{
ai.Anim_ScriptedPlayActivityByName( "ACT_RUN_RIGHT", true, 0.1 )
strafeDir = 0
}
else
{
ai.Anim_ScriptedPlayActivityByName( "ACT_RUN_LEFT", true, 0.1 )
strafeDir = 1
}
ai.Anim_SetPlaybackRate(AimTrainer_STRAFING_SPEED)
wait RandomFloatRange(0.2,0.75)*(1/AimTrainer_STRAFING_SPEED_WAITTIME)
}
}
Its easy to fix
Just replace
with