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-rw-r--r--entities/entities/ws_npc_ambient/shared.lua8
-rw-r--r--entities/entities/ws_researchtable/init.lua6
-rw-r--r--gamemode/itemsystem/items/fence.lua3
-rw-r--r--gamemode/itemsystem/items/floor.lua1
-rw-r--r--gamemode/itemsystem/items/ramp.lua1
-rw-r--r--gamemode/npcsystem/npcs/antlion1.lua6
-rw-r--r--gamemode/npcsystem/npcs/antlion2.lua6
-rw-r--r--gamemode/npcsystem/npcs/zombie.lua6
8 files changed, 31 insertions, 6 deletions
diff --git a/entities/entities/ws_npc_ambient/shared.lua b/entities/entities/ws_npc_ambient/shared.lua
index c4a91cf..e2f02ec 100644
--- a/entities/entities/ws_npc_ambient/shared.lua
+++ b/entities/entities/ws_npc_ambient/shared.lua
@@ -35,6 +35,10 @@ function ENT:DefaultBehaviour()
local maxprioritytarget = nil
for k,v in pairs(self.AwareEnemies) do
local priority = self:AttackPriority(v)
+ if(priority == nil) then
+ print("Nill priority hit after ")
+ PrintTable(self)
+ end
if(priority > maxpriority) then
maxpriority = priority
maxprioritytarget = v
@@ -59,7 +63,9 @@ function ENT:DefaultBehaviour()
end
end
if(closest > 4000) then
- --print("Closes player is " .. closest .. " removeing self...") self:BecomeRagdoll(DamageInfo()) end
+ print("Closes player is " .. closest .. " removeing self...")
+ self:BecomeRagdoll(DamageInfo())
+ end
else
--We have a target to attack!
diff --git a/entities/entities/ws_researchtable/init.lua b/entities/entities/ws_researchtable/init.lua
index 64596e4..f45ca61 100644
--- a/entities/entities/ws_researchtable/init.lua
+++ b/entities/entities/ws_researchtable/init.lua
@@ -5,8 +5,6 @@ include('shared.lua')
--[[An item to give hints to players that are just starting out]]
local PossibleRecipies = {
- [1] = { [0]="Arrow",
- [1]="Rock, Flint, Sap, and Wood"},
[2] = { [0]="Barrel",
[1]="Planks and Sap"},
[3] = { [0]="Fence",
@@ -23,8 +21,8 @@ local PossibleRecipies = {
[1]="Wood, Rock, and Sap"},
[9] = { [0]="Stoneblock",
[1]="Rock and Sap"},
- [10] = { [0]="Arrow",
- [1]="Rock, Flint, Sap, and Wood"},
+ [11] = { [0]="Vine",
+ [1]="Hitting an Antlion hill with a Sickle"},
}
function ENT:Initialize()
diff --git a/gamemode/itemsystem/items/fence.lua b/gamemode/itemsystem/items/fence.lua
index 2f2c5bf..2d767d4 100644
--- a/gamemode/itemsystem/items/fence.lua
+++ b/gamemode/itemsystem/items/fence.lua
@@ -8,7 +8,8 @@ ITEM.Recipe = {
Resources = {
["Plank"] = 2,
["Sap"] = 1,
- }
+ },
+ Tools = {},
}
ITEM.Structure = {
diff --git a/gamemode/itemsystem/items/floor.lua b/gamemode/itemsystem/items/floor.lua
index af3a0fd..bef9ad4 100644
--- a/gamemode/itemsystem/items/floor.lua
+++ b/gamemode/itemsystem/items/floor.lua
@@ -10,6 +10,7 @@ ITEM.Recipe = {
["Wood"] = 3,
["Sap"] = 1,
},
+ Tools = {},
}
ITEM.Structure = {
diff --git a/gamemode/itemsystem/items/ramp.lua b/gamemode/itemsystem/items/ramp.lua
index 10575e2..1b4a29f 100644
--- a/gamemode/itemsystem/items/ramp.lua
+++ b/gamemode/itemsystem/items/ramp.lua
@@ -10,6 +10,7 @@ ITEM.Recipe = {
["Log"] = 1,
["Sap"] = 1,
},
+ Tools = {},
}
ITEM.Structure = {
diff --git a/gamemode/npcsystem/npcs/antlion1.lua b/gamemode/npcsystem/npcs/antlion1.lua
index 2c3d908..3e90e19 100644
--- a/gamemode/npcsystem/npcs/antlion1.lua
+++ b/gamemode/npcsystem/npcs/antlion1.lua
@@ -36,6 +36,12 @@ NPC.IdleSequences = {
--Attacks should be formated as [i]={function (return int dammage) canattack(ply) = function doattack(ply)}
--NPC will do the most dammage possible per attack
local checkmele = function(self, ply)
+ if not self then
+ print("In antlion1, checkmele called with null self")
+ end
+ if not ply then
+ print("In antlion1, checkmele called with null ply")
+ end
if(ply:GetPos():Distance(self:GetPos()) < 100) then return 20 end
return -1
end
diff --git a/gamemode/npcsystem/npcs/antlion2.lua b/gamemode/npcsystem/npcs/antlion2.lua
index 5b53b8e..28154cc 100644
--- a/gamemode/npcsystem/npcs/antlion2.lua
+++ b/gamemode/npcsystem/npcs/antlion2.lua
@@ -36,6 +36,12 @@ NPC.IdleSequences = {
--Attacks should be formated as [i]={function (return int dammage) canattack(ply) = function doattack(ply)}
--NPC will do the most dammage possible per attack
local checkmele = function(self, ply)
+ if not self then
+ print("In antlion2, checkmele called with null self")
+ end
+ if not ply then
+ print("In antlion2, checkmele called with null ply")
+ end
if(ply:GetPos():Distance(self:GetPos()) < 100) then return 20 end
return -1
end
diff --git a/gamemode/npcsystem/npcs/zombie.lua b/gamemode/npcsystem/npcs/zombie.lua
index 41dad0f..e62b833 100644
--- a/gamemode/npcsystem/npcs/zombie.lua
+++ b/gamemode/npcsystem/npcs/zombie.lua
@@ -37,6 +37,12 @@ NPC.IdleSequences = {
--Attacks should be formated as [i]={function (return int dammage) canattack(ply) = function doattack(ply)}
--NPC will do the most dammage possible per attack
local checkmele = function(self, ply)
+ if not self then
+ print("In zombie, checkmele called with null self")
+ end
+ if not ply then
+ print("In zombie, checkmele called with null ply")
+ end
if(ply:GetPos():Distance(self:GetPos()) < 100) then return 20 end
return -1
end