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Diffstat (limited to 'lua/entities/info_huntablespawn/cl_init.lua')
-rw-r--r--lua/entities/info_huntablespawn/cl_init.lua71
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