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Found the cause of the issue. It will be fixed in the next addon update, once I tidy some other things up.
Not possible since that addon (from a glance of what it does based on its workshop images and description) hooks into the GM:GetFallDamage function, which this addon also hooks into in order to override fall damage.
Thanks for noticing that. The addon's images have been updated.
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This addon conflicts with the Long Fall Boots in the JMOD: HL2 pack because both hook into GM:PlayerFootstep and GM:GetFallDamage to play footstep sound effects and to override fall damage. Addons which hook into the same functions will inevitably conflict. This is not something that can be easily fixed due to the order in which Gmod executes Lua function hooks. Otherwise, my addon does not conflict with this.
The only effects of having both the JMOD LFB's and any of this addon's boots equipped are:
- This addon's damage absorption setting does not work. JMOD LFB's always override the damage to zero.
- This addon's LFB footstep sounds override the JMOD LFB's footstep sounds.
Also, the JMOD implementation for how the boots appear on the playermodel is exactly why this addon does not have any sort of third-person indication the boots are equipped. There's no clean way to do it without model clipping.
Having the boots attached to the playermodel would cause clipping issues - there's too many character models to account for, even among ones that come stock with Gmod. Plus, I don't really know how I'd go about properly creating a model that could be bone-merged with a normal player.
The addon's focus was more on functionality rather than cosmetic appearance. The addon is inspired by the item functionality of the Half-Life Long Jump Module - it's always equipped, even though the game doesn't make any visible change in third-person.