if engine.ActiveGamemode() ~= "sandbox" then return end AddCSLuaFile( "cl_init.lua" ) -- Make sure clientside AddCSLuaFile( "shared.lua" ) -- and shared scripts are sent. include('shared.lua') ENT.default_data = { Model = "models/humans/Group02/Male_03.mdl", NavNodes = {}, Pos = nil } ENT.edit_data = { Size = HULL_HUMAN, Type = "npc", Model = "models/editor/playerstart.mdl", get_default_code = function(who) local default_townie = [[ local npc = { ["Pos"] = Vector(%f,%f,%f), ["Model"] = %q, ["Name"] = "%s", ["NavNodes"] = {}, ["OnSpawn"] = function(nnpc) print("At time onspawn was called, nnpc was",nnpc) nnpc:StartActivity(ACT_IDLE) end } npc.shopitems = { {"Scrap Hammer",10}, --Items of the form {string_itemname,number_cost} {"Rat Meat",5}, } nrequire("sv_npcsystem.lua").CreateShop(npc) ]] local pos = who:GetPos() local model = "models/humans/Group02/Male_03.mdl" local name = "Default Shopkeep" return string.format(default_townie,pos.x,pos.y,pos.z,model,name,"{}",name) end } --[[ local init = ENT.Initalize function ENT:Initalize() print("In towniespawn's initalize") init(self) end ]] hook.Add("OnPhysgunFreeze",function(wep,phys,ent,ply) print("Detected freeze") --See if we should update position and andgle end)