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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.lua27
3 files changed, 116 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
diff --git a/lua/entities/info_huntablespawn/init.lua b/lua/entities/info_huntablespawn/init.lua
new file mode 100644
index 0000000..20cac81
--- /dev/null
+++ b/lua/entities/info_huntablespawn/init.lua
@@ -0,0 +1,18 @@
+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/error.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
new file mode 100644
index 0000000..4fd0019
--- /dev/null
+++ b/lua/entities/info_huntablespawn/shared.lua
@@ -0,0 +1,27 @@
+if engine.ActiveGamemode() ~= "sandbox" then return end
+
+ENT.Base = "base_entity"
+
+//WS stuff
+ENT.Drops = nil
+ENT.OnDammage = nil
+ENT.Speed = 0
+ENT.Model = nil
+
+ENT.Behave = nil
+ENT.Act = nil
+
+ENT.Editable = true
+
+/*---------------------------------------------------------
+ Name: OnRemove
+ Desc: Called just before entity is deleted
+---------------------------------------------------------*/
+function ENT:OnRemove()
+end
+
+function ENT:DoActivity(npc)
+ if not self.onActivity() then
+ print("Node without activity, this might be an error!")
+ end
+end