From cda70b47f13623d086188f686c005a017ccc5b25 Mon Sep 17 00:00:00 2001 From: Alexander Pickering Date: Thu, 24 Aug 2017 18:08:43 -0400 Subject: Vairious updates --- lua/entities/info_huntablespawn/cl_init.lua | 71 ----------------------------- 1 file changed, 71 deletions(-) delete mode 100644 lua/entities/info_huntablespawn/cl_init.lua (limited to 'lua/entities/info_huntablespawn/cl_init.lua') 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 -- cgit v1.2.3-70-g09d2