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| author | Alexander Pickering <alexandermpickering@gmail.com> | 2017-08-07 18:22:29 -0400 |
|---|---|---|
| committer | Alexander Pickering <alexandermpickering@gmail.com> | 2017-08-07 18:22:29 -0400 |
| commit | daa59a7835c350a09dcb207c714acf57828137f3 (patch) | |
| tree | ae2c00da0e546447ca17a9c5d8492310e5e93f27 /lua/entities/info_huntablespawn/cl_init.lua | |
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Inital Commit
Diffstat (limited to 'lua/entities/info_huntablespawn/cl_init.lua')
| -rw-r--r-- | lua/entities/info_huntablespawn/cl_init.lua | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/lua/entities/info_huntablespawn/cl_init.lua b/lua/entities/info_huntablespawn/cl_init.lua new file mode 100644 index 0000000..6a96b80 --- /dev/null +++ b/lua/entities/info_huntablespawn/cl_init.lua @@ -0,0 +1,71 @@ +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 |
