Running Animation

I’m trying to make a running animation for Trouble in Terrorist Town using a running animation from half life 2. This code is standalone and doesn’t require anything else to function so far. I’m attempting to stop the animation when you fire your weapon and revert to the default running animation in the period that you hold left-click but it doesn’t want to work. Am I looking in the wrong area? Is it not supposed to be coded into this lua file at all?



local IsValid = IsValid
local os = os
local util = util

hook.Add( "CalcMainActivity", "BaseAnimations", function( Player, Velocity )
	if not Player.LastOnGround and not Player:OnGround() then
		Player.LastOnGround = true
	end
	if Player:IsOnGround() and Player.LastOnGround then
		Player:AddVCDSequenceToGestureSlot( GESTURE_SLOT_FLINCH, Player:LookupSequence("jump_land"), 0, true )
		Player.LastOnGround = false
	end
	Player.m_FistAttackIndex = Player.m_FistAttackIndex or Player:GetNW2Int("$fist_attack_index")
	if Player.m_FistAttackIndex ~= Player:GetNW2Int("$fist_attack_index") then
		Player.m_FistAttackIndex = Player:GetNW2Int("$fist_attack_index")
		Player:AddVCDSequenceToGestureSlot( 5, Player:LookupSequence("zombie_attack_0" .. ( ( Player.m_FistAttackIndex )% 7 + 1 )), 0.5, true )
	end
	if Player:IsOnGround() and Velocity:Length() < Player:GetRunSpeed() - 20 then
		return ACT_HL2MP_RUN_FAST, -1
	end
	
	
	
end)


hook.Add("KeyPress", "TTT_KeyPress", function(ply, key)
	if IsValid(ply) and key == IN_ATTACK then
		local plyWep = ply:GetActiveWeapon()
		if !IsValid(plyWep) then return end 
		if plyWep.Base != "weapon_tttbasegrenade" then
			if !plyWep:CanPrimaryAttack() or (CurTime() < plyWep:GetNextPrimaryFire()) then return end
		else
			if (CurTime() < plyWep:GetNextPrimaryFire()) then return end
		end
		return ACT_HL2MP_RUN_FAST, -1
	end
end)

local function RenderHook( Object )
	if not Object:IsPlayer() then return end
	if not Object.RenderOverride then
		Object.RenderOverride = function( self )
			if hook.Call("PlayerRender", nil, self ) == nil then
				self:DrawModel()
			end
		end
	end
end

hook.Add("NetworkEntityCreated", "HookOntoPlayerRender", RenderHook )
hook.Add("NetworkEntityCreated", "HookOntoPlayerRender", OnEntityCreated )