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path: root/lua/entities/info_edit_huntablespawn/init.lua
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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/props_junk/watermelon01.mdl")
    self:PhysicsInit( SOLID_VPHYSICS ) -- Make us work with physics,
    self:SetMoveType( MOVETYPE_VPHYSICS ) -- after all, gmod is a physics
    self:SetSolid( SOLID_VPHYSICS ) -- Toolbox
    --self:SetNoDraw(true)
    --self:SetPos(self.Position)
end

local function save_huntable_spawns()
    local all = ents.FindByClass("info_edit_huntablespawn")
    local buf = [[local h = nrequire("sv_huntingspawner.lua")

]]
    local codetemplate = "h.CreateSpawnNode({Position = Vector(%d,%d,%d)})"
    for k,v in pairs(all) do
        local p = v:GetPos()
        all[k] = string.format(codetemplate,p.x,p.y,p.z)
    end
    buf = buf .. table.concat(all,"\n")
    local filepath = string.format("artery/maps/%s/huntable_nodes.txt",game.GetMap())
    print("Writeing file",filepath)
    file.Write(filepath,buf)
end

hook.Add("ShutDown","art_save_huntablespawns",function()
    save_huntable_spawns()
end)
concommand.Add("artery_save_huntable_spawns",function(ply,cmd,args)
    save_huntable_spawns()
end)