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path: root/lua/entities/info_edit_huntablespawn/cl_init.lua
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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