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One of methods to prevent stagger when witch is still in stagger state is by using "Time()" to reset the stagger timer when witch is shoved. For example, if you want to make witch immune to stagger for 1 second, use something like:
Another method to prevent stagger is if you can find netprops that controls witch animation. Recently there's a mod that gives survivors different animations when falling from different height, so probably there's also netprops to detect stagger state on witch. If that is found, then all you need to do is triggering "TakeDamage" only when witch is not in that stagger animation.
But well, I'm also not sure if Geebanger wants this kind of stagger immunity on witch when she staggers. Afaik there's no problem in staggering a witch even when she's staggering, like it won't even cause a serious bug like a crash or a bugged witch when she's staggered continuously.
Using Time() is kind of jank, the witch have different stagger sequences that differs in duration, especially the 'shoved to the wall' sequence. In addition, you can already shove a staggering witch no matter what, it's best to prevent unnecessary thing that has been in the game's feature until now.
The second method that you just mention is what I wrote in the comments of the code, which is checking the sequences, it is done by using built in functions in the CBaseAnimating class, but I am afraid it is out of way, since other scripts may set the sequence to a non staggering animation even though she is actually staggered.
Forcing gesture animations on survivors have nothing to do with checking the current sequence of the survivor, it doesn't update some networked properties related to animations at least from what I tested, which is the scary part.
No offense to anyone, make any script you want as long as there's isn't any console errors.
never