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-rw-r--r--entities/entities/ws_npc_ambient/init.lua5
-rw-r--r--entities/entities/ws_npc_ambient/shared.lua8
-rw-r--r--entities/entities/ws_projectile/init.lua4
3 files changed, 8 insertions, 9 deletions
diff --git a/entities/entities/ws_npc_ambient/init.lua b/entities/entities/ws_npc_ambient/init.lua
index 1f08884..64274e2 100644
--- a/entities/entities/ws_npc_ambient/init.lua
+++ b/entities/entities/ws_npc_ambient/init.lua
@@ -18,7 +18,6 @@ function ENT:Initialize()
end
if(self.Stats["Vitality"]) then
self:SetHealth(self.Stats["Vitality"])
- print("Helath set to " .. self.Stats["Vitality"])
else print("NPC created with no stat for vitality, this might be a bug!")end
if(self.Stats["Accel"]) then self.loco:SetAcceleration(self.Stats["Accel"])end
if(self.Stats["Decel"]) then self.loco:SetDeceleration(self.Stats["Decel"]) end
@@ -41,9 +40,9 @@ end
function ENT:OnInjured(dmg)
--print("Taking some dammage")
local itempos = self:GetPos()
- print("Takeing " .. dmg:GetDamage() .. " health from our " .. self:Health())
+ --print("Takeing " .. dmg:GetDamage() .. " health from our " .. self:Health())
--self:SetHealth(self:Health() - dmg:GetDamage())
- print("Health is now" .. self:Health())
+ --print("Health is now" .. self:Health())
if self.OnDammage != nil then self:OnDammage(dmg) end
end
diff --git a/entities/entities/ws_npc_ambient/shared.lua b/entities/entities/ws_npc_ambient/shared.lua
index 3379ed0..c4a91cf 100644
--- a/entities/entities/ws_npc_ambient/shared.lua
+++ b/entities/entities/ws_npc_ambient/shared.lua
@@ -19,7 +19,7 @@ end
function ENT:DefaultBehaviour()
while ( true ) do
--Main loop for ai
- print("Going into behavior for " .. self.Name)
+ --print("Going into behavior for " .. self.Name)
--Update aware enemies
local players = ents.FindByClass("Player")
for k,v in pairs(players) do
@@ -44,12 +44,12 @@ function ENT:DefaultBehaviour()
--If we can't find anyone to attack, just stay idle
if(self.Target == nil) then
- print("Couldn't find anyone to attack!")
+ --print("Couldn't find anyone to attack!")
--Play an idle sequence
local randanim = math.Round(math.Rand(0,#self.IdleSequences))
self:PlaySequenceAndWait( self.IdleSequences[randanim] )
self:StartActivity( ACT_IDLE )
- print("Acting idle")
+ --print("Acting idle")
--If there's noone within 4000 units, just remove ourselves to save server resources
local closest = 5000
for k,v in pairs(player.GetAll()) do
@@ -59,7 +59,7 @@ 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_projectile/init.lua b/entities/entities/ws_projectile/init.lua
index 2898d88..22adcb3 100644
--- a/entities/entities/ws_projectile/init.lua
+++ b/entities/entities/ws_projectile/init.lua
@@ -12,7 +12,7 @@ function ENT:Initialize()
if(self.init) then self:init(self) end
- if(self.speed) then print(self.speed)
+ --if(self.speed) then print(self.speed)
else print("No speed for projectile!") end
self:PhysicsInit(SOLID_VPHYSICS)
@@ -27,7 +27,7 @@ end
function ENT:Think()
- print("speed is " .. self.speed)
+ --print("speed is " .. self.speed)
self:GetPhysicsObject():ApplyForceCenter((self:GetForward() * self.speed) + ( Vector(0,0,-1)*self.drop))
self:GetPhysicsObject():SetAngles(self:GetVelocity():Angle())
end