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-rw-r--r--lua/entities/info_huntablespawn/cl_init.lua71
-rw-r--r--lua/entities/info_huntablespawn/init.lua18
-rw-r--r--lua/entities/info_huntablespawn/shared.lua13
3 files changed, 0 insertions, 102 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
diff --git a/lua/entities/info_huntablespawn/init.lua b/lua/entities/info_huntablespawn/init.lua
deleted file mode 100644
index c4a0934..0000000
--- a/lua/entities/info_huntablespawn/init.lua
+++ /dev/null
@@ -1,18 +0,0 @@
-if engine.ActiveGamemode() ~= "sandbox" then return end
-
---[[
- This entity gives townies things to do
-]]
-AddCSLuaFile( "cl_init.lua" )
-AddCSLuaFile( "shared.lua" )
-
-include("shared.lua")
-
-function ENT:Initialize()
- self:SetModel("models/Combine_Helicopter/helicopter_bomb01.mdl")
- self:SetMoveType(MOVETYPE_NONE)
- self:SetSolid(SOLID_NONE)
- self:SetCollisionGroup(COLLISION_GROUP_INTERACTIVE)
- --self:SetNoDraw(true)
- --self:SetPos(self.Position)
-end
diff --git a/lua/entities/info_huntablespawn/shared.lua b/lua/entities/info_huntablespawn/shared.lua
deleted file mode 100644
index 09c731f..0000000
--- a/lua/entities/info_huntablespawn/shared.lua
+++ /dev/null
@@ -1,13 +0,0 @@
-if engine.ActiveGamemode() ~= "sandbox" then return end
-
-ENT.Type = "anim"
-ENT.Base = "base_entity"
-
-ENT.PrintName= "Huntable Spawn"
-ENT.Author= "Apickx"
-ENT.Contact= "cogarr.net"
-ENT.Purpose= "Set a point that npc's can spawn at"
-ENT.Instructions= "Put a few of these down out of sight"
-ENT.Spawnable = true
-ENT.AdminSpawnable = false
-ENT.Category = "Artery"