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