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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2017-08-24 18:08:43 -0400 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2017-08-24 18:08:43 -0400 |
| commit | cda70b47f13623d086188f686c005a017ccc5b25 (patch) | |
| tree | b3ecc32afbc1f96097ffac57279569b3cc31d7dd /lua/entities/info_huntablespawn/cl_init.lua | |
| parent | d370c6c0f7d9249065bcdb9b2c7b80c3fe6470a6 (diff) | |
| download | artery_editor-cda70b47f13623d086188f686c005a017ccc5b25.tar.gz artery_editor-cda70b47f13623d086188f686c005a017ccc5b25.tar.bz2 artery_editor-cda70b47f13623d086188f686c005a017ccc5b25.zip | |
Vairious updates
Diffstat (limited to 'lua/entities/info_huntablespawn/cl_init.lua')
| -rw-r--r-- | lua/entities/info_huntablespawn/cl_init.lua | 71 |
1 files changed, 0 insertions, 71 deletions
diff --git a/lua/entities/info_huntablespawn/cl_init.lua b/lua/entities/info_huntablespawn/cl_init.lua deleted file mode 100644 index 6a96b80..0000000 --- a/lua/entities/info_huntablespawn/cl_init.lua +++ /dev/null @@ -1,71 +0,0 @@ -if engine.ActiveGamemode() ~= "sandbox" then return end - -include('shared.lua') - -ENT.RenderGroup = RENDERGROUP_BOTH - -/*--------------------------------------------------------- - Name: Draw - Desc: Draw it! ----------------------------------------------------------*/ -function ENT:Draw() - --self:DrawModel() - render.SetColorMaterial() - render.DrawSphere( self:GetPos(), 10, 30, 30, Color( 255, 0, 0, 100 ) ) - -end - -/*--------------------------------------------------------- - Name: DrawTranslucent - Desc: Draw translucent ----------------------------------------------------------*/ -function ENT:DrawTranslucent() - - // This is here just to make it backwards compatible. - // You shouldn't really be drawing your model here unless it's translucent - - --self:Draw() - -end - -/*--------------------------------------------------------- - Name: BuildBonePositions - Desc: ----------------------------------------------------------*/ -function ENT:BuildBonePositions( NumBones, NumPhysBones ) - - // You can use this section to position the bones of - // any animated model using self:SetBonePosition( BoneNum, Pos, Angle ) - - // This will override any animation data and isn't meant as a - // replacement for animations. We're using this to position the limbs - // of ragdolls. - -end - - - -/*--------------------------------------------------------- - Name: SetRagdollBones - Desc: ----------------------------------------------------------*/ -function ENT:SetRagdollBones( bIn ) - - // If this is set to true then the engine will call - // DoRagdollBone (below) for each ragdoll bone. - // It will then automatically fill in the rest of the bones - - self.m_bRagdollSetup = bIn - -end - - -/*--------------------------------------------------------- - Name: DoRagdollBone - Desc: ----------------------------------------------------------*/ -function ENT:DoRagdollBone( PhysBoneNum, BoneNum ) - - // self:SetBonePosition( BoneNum, Pos, Angle ) - -end |
