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authorAlexander Pickering <alexandermpickering@gmail.com>2017-08-07 18:22:29 -0400
committerAlexander Pickering <alexandermpickering@gmail.com>2017-08-07 18:22:29 -0400
commitdaa59a7835c350a09dcb207c714acf57828137f3 (patch)
treeae2c00da0e546447ca17a9c5d8492310e5e93f27 /lua/entities/npc_huntable/cl_init.lua
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Inital Commit
Diffstat (limited to 'lua/entities/npc_huntable/cl_init.lua')
-rw-r--r--lua/entities/npc_huntable/cl_init.lua66
1 files changed, 66 insertions, 0 deletions
diff --git a/lua/entities/npc_huntable/cl_init.lua b/lua/entities/npc_huntable/cl_init.lua
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+include('shared.lua')
+
+ENT.RenderGroup = RENDERGROUP_BOTH
+
+/*---------------------------------------------------------
+ Name: Draw
+ Desc: Draw it!
+---------------------------------------------------------*/
+function ENT:Draw()
+ self:DrawModel()
+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