This commit is contained in:
lifestorm
2024-08-04 23:54:45 +03:00
parent 8064ba84d8
commit 6a58f406b1
7522 changed files with 4011896 additions and 15 deletions

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@@ -0,0 +1,426 @@
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
*** Copyright (c) 2012-2018 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
-- Default ---------------------------------------------------------------------------------------------------------------------------------------------
ENT.Model = {} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.StartHealth = 3400
//ENT.MoveType = MOVETYPE_VPHYSICS
ENT.HullType = HULL_LARGE
ENT.VJ_IsHugeMonster = true -- Is this a huge monster?
ENT.MovementType = VJ_MOVETYPE_PHYSICS -- How does the SNPC move?
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.HasAllies = true -- Put to false if you want it not to have any allies
ENT.Bleeds = false -- Does the SNPC bleed? (Blood decal, particle, etc.)
ENT.HasMeleeAttack = false -- Should the SNPC have a melee attack?
ENT.DisableWeapons = true -- If set to true, it won't be able to use weapons
ENT.DisableInitializeCapabilities = true -- If true, it will disable the initialize capabilities, this will allow you to add your own
ENT.DisableSelectSchedule = true -- Disables Schedule code, Custom Schedule can still work
ENT.HasPainSounds = false -- If set to false, it won't play the pain sounds
ENT.DeathCorpseAlwaysCollide = true -- Should the corpse always collide?
ENT.Immune_Dissolve = true -- Immune to Dissolving | Example: Combine Ball
ENT.Immune_AcidPoisonRadiation = true -- Immune to Acid, Poison and Radiation
ENT.Immune_Bullet = true -- Immune to Bullets
ENT.Immune_Physics = true -- Immune to Physics
ENT.ImmuneDamagesTable = {DMG_BULLET,DMG_BUCKSHOT,DMG_PHYSGUN} -- You can set Specific types of damages for the SNPC to be immune to
//ENT.DisableFindEnemy = true -- Disables FindEnemy code, friendly code still works though
ENT.FindEnemy_UseSphere = true -- Should the SNPC be able to see all around him? (360) | Objects and walls can still block its sight!
ENT.CallForHelp = false -- Does the SNPC call for help?
ENT.WaitBeforeDeathTime = 2 -- Time until the SNPC spawns its corpse and gets removedz
ENT.GetDamageFromIsHugeMonster = true -- Should it get damaged no matter what by SNPCs that are tagged as VJ_IsHugeMonster?
ENT.DisableWandering = true -- Disables wandering when the SNPC is idle
ENT.BringFriendsOnDeath = false -- Should the SNPC's friends come to its position before it dies?
ENT.CallForBackUpOnDamage = false -- Should the SNPC call for help when damaged? (Only happens if the SNPC hasn't seen a enemy)
ENT.MoveOrHideOnDamageByEnemy = false -- Should the SNPC move or hide when being damaged by an enemy?
-- ====== Sound File Paths ====== --
-- Leave blank if you don't want any sounds to play
ENT.SoundTbl_Breath = {"vj_mili_tank/tankidle1.wav"}
ENT.SoundTbl_Death = {"vj_mili_tank/tank_death1.wav"}
ENT.AlertSoundLevel = 70
ENT.IdleSoundLevel = 70
ENT.CombatIdleSoundLevel = 70
ENT.BreathSoundLevel = 80
ENT.DeathSoundLevel = 100
ENT.GeneralSoundPitch1 = 90
ENT.GeneralSoundPitch2 = 100
ENT.IdleSoundChance = 3
ENT.NextSoundTime_Idle1 = 8
ENT.NextSoundTime_Idle2 = 25
ENT.IdleSoundLevel = 75
ENT.IdleSoundPitch1 = "UseGeneralPitch"
ENT.IdleSoundPitch2 = "UseGeneralPitch"
ENT.NextIdleSoundT = 0
ENT.NextIdleTime = 0
//ENT.NextSoundTime_Breath1 = 6.1 -- Time until it plays the sound again
-- Tank Base
ENT.Tank_GunnerENT = ""
ENT.Tank_SpawningAngle = 360
ENT.Tank_AngleDiffuseNumber = 360
ENT.Tank_TurningSpeed = 1.5 -- Turning Speed
ENT.Tank_ForwardSpead = 70 -- Forward speed
ENT.Tank_MoveAwaySpeed = -70 -- Move away speed
ENT.Tank_UseGetRightForSpeed = false -- Should it use GetRight instead of GetForward when driving?
ENT.Tank_SeeClose = 500 -- If the enemy is closer than this number, than move!
ENT.Tank_SeeFar = 4000 -- If the enemy is higher than this number, than move!
ENT.Tank_SeeLimit = 6000 -- How far can it see?
ENT.Tank_DeathSoldierModels = {}
ENT.Tank_CollisionBoundSize = 90
ENT.Tank_CollisionBoundUp = 100
function ENT:StartSpawnEffects()
/* Example:
net.Start("vj_tank_base_spawneffects")
net.WriteEntity(self)
net.Broadcast()
*/
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:StartMoveEffects()
/* Example:
net.Start("vj_tank_base_moveeffects")
net.WriteEntity(self)
net.Broadcast()
*/
end
ENT.Tank_ResetedEnemy = false
ENT.Tank_IsMoving = false
ENT.Tank_Status = 1
ENT.Tank_NextLowHealthSparkT = 0
ENT.Tank_NextRunOverSoundT = 0
ENT.TankTbl_DontRunOver = {npc_antlionguard=true,npc_turret_ceiling=true,monster_gargantua=true,monster_bigmomma=true,monster_nihilanth=true,npc_strider=true,npc_combine_camera=true,npc_helicopter=true,npc_combinegunship=true,npc_combinedropship=true,npc_rollermine=true}
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:CustomInitialize_CustomTank()
self:PhysicsInit(SOLID_BBOX) // SOLID_VPHYSICS
self:SetSolid(SOLID_VPHYSICS)
self:SetAngles(self:GetAngles() + Angle(0,self.Tank_SpawningAngle,0))
//self:SetPos(self:GetPos()+Vector(0,0,90))
self:SetCollisionBounds(Vector(self.Tank_CollisionBoundSize, self.Tank_CollisionBoundSize, self.Tank_CollisionBoundUp), Vector(-self.Tank_CollisionBoundSize, -self.Tank_CollisionBoundSize, self.Tank_CollisionBoundDown))
local phys = self:GetPhysicsObject()
if IsValid(phys) then
phys:Wake()
phys:SetMass(30000)
end
self.Gunner = ents.Create(self.Tank_GunnerENT)
self.Gunner:Spawn()
self.Gunner:SetPos(self:Tank_GunnerSpawnPosition())
self.Gunner:SetAngles(self:GetAngles())
self.Gunner:SetParent(self)
/*local angrypapir = Vector(-100, -25, 50)
self.ActualLight1 = ents.Create("env_projectedtexture")
self.ActualLight1:SetLocalPos( self:GetPos() + (self:GetForward() * angrypapir.x ) + ( self:GetRight() * angrypapir.y ) + ( self:GetUp() * angrypapir.z ) )
self.ActualLight1:SetLocalAngles( self:GetAngles() +Angle(0,180,0) )
self.ActualLight1:SetParent( self )
self.ActualLight1:SetKeyValue( "enableshadows", 1 )
self.ActualLight1:SetKeyValue( "LightWorld", 1 )
self.ActualLight1:SetKeyValue( "farz", 1000 )
self.ActualLight1:SetKeyValue( "nearz", 1 )
self.ActualLight1:SetKeyValue( "lightfov", 50 )
self.ActualLight1:SetKeyValue( "lightcolor", "255 255 255" )
self.ActualLight1:Spawn()
self.ActualLight1:Input( "SpotlightTexture", NULL, NULL, "effects/flashlight001" )
self:DeleteOnRemove(self.ActualLight1)*/
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTouch(entity)
if GetConVarNumber("ai_disabled") == 1 then return end
if self.Tank_Status == 0 then
self:Tank_RunOver(entity)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Tank_RunOver(argent)
if (!IsValid(argent)) or (GetConVarNumber("vj_npc_nomelee") == 1 /*or self.HasMeleeAttack == false*/) or (self.VJ_IsBeingControlled == true && self.VJ_TheControllerBullseye == argent) then return end
if self:Disposition(argent) == 1 && argent:Health() > 0 && (argent:IsNPC() && argent.VJ_IsHugeMonster != true && !self.TankTbl_DontRunOver[argent:GetClass()]) or (argent:IsPlayer() && self.PlayerFriendly == false && GetConVarNumber("ai_ignoreplayers") == 0 && argent:Alive() && self.Tank_IsMoving == true) then
argent:TakeDamage(self:VJ_GetDifficultyValue(8),self,self)
VJ_DestroyCombineTurret(self,argent)
argent:SetVelocity(argent:GetForward()*-200)
self:Tank_Sound_RunOver()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:AngleDiffuse(ang1, ang2)
local outcome = ang1 - ang2
if outcome < -180 then outcome = outcome + 360 end
if outcome > 180 then outcome = outcome - 360 end
return outcome
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink()
if self:Tank_CustomOnThink() == true then
if GetConVarNumber("vj_npc_noidleparticle") == 1 then return end
timer.Simple(0.1,function()
if IsValid(self) && self.Dead == false then
self:StartSpawnEffects()
end
end)
if self:Health() < (self.StartHealth*0.30) && CurTime() > self.Tank_NextLowHealthSparkT then
//ParticleEffectAttach("vj_rpg2_smoke2", PATTACH_ABSORIGIN_FOLLOW, self, 0)
self.Spark1 = ents.Create("env_spark")
self.Spark1:SetKeyValue("MaxDelay",0.01)
self.Spark1:SetKeyValue("Magnitude","8")
self.Spark1:SetKeyValue("Spark Trail Length","3")
self:GetNearDeathSparkPositions()
self.Spark1:SetAngles(self:GetAngles())
//self.Spark1:Fire("LightColor", "255 255 255")
self.Spark1:SetParent(self)
self.Spark1:Spawn()
self.Spark1:Activate()
self.Spark1:Fire("StartSpark", "", 0)
self.Spark1:Fire("kill", "", 0.1)
self:DeleteOnRemove(self.Spark1)
/*local effectdata = EffectData()
effectdata:SetOrigin(self:GetPos() +self:GetUp()*60 +self:GetForward()*100)
effectdata:SetNormal(Vector(0,0,0))
effectdata:SetMagnitude(5)
effectdata:SetScale(0.1)
effectdata:SetRadius(10)
util.Effect("Sparks",effectdata)*/
self.Tank_NextLowHealthSparkT = CurTime() + math.random(4,6)
end
/*if self:Health() <= 150 then
self.FireEffect = ents.Create("env_fire_trail")
self.FireEffect:SetPos(self:GetPos()+self:GetUp()*100)
self.FireEffect:Spawn()
self.FireEffect:SetParent(self)
end*/
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnThink_AIEnabled()
if self.Dead == true then return end
//timer.Simple(0.1, function() if self.Dead == false then ParticleEffect("smoke_exhaust_01",self:LocalToWorld(Vector(150,30,30)),Angle(0,0,0),self) end end)
//timer.Simple(0.2, function() if self.Dead == false then self:StopParticles() end end)
for _, v in pairs(ents.FindInSphere(self:GetPos(),100)) do
self:Tank_RunOver(v)
end
local tr = util.TraceEntity({start = self:GetPos(), endpos = self:GetPos() + self:GetUp()*-5, filter = self}, self)
if (tr.Hit) then // HitWorld
local phys = self:GetPhysicsObject()
if IsValid(phys) && phys:GetVelocity():Length() > 10 && self.Tank_Status == 0 then -- Moving
self.Tank_IsMoving = true
self:Tank_Sound_Moving()
self:StartMoveEffects()
else -- Not moving
VJ_STOPSOUND(self.tank_movingsd)
VJ_STOPSOUND(self.tank_tracksd)
self.Tank_IsMoving = false
end
end
if (!tr.Hit) then -- Not moving
VJ_STOPSOUND(self.tank_movingsd)
VJ_STOPSOUND(self.tank_tracksd)
self.Tank_IsMoving = false
end
self:CustomOnSchedule()
if self.Tank_Status == 0 && tr.Hit then
if !IsValid(self:GetEnemy()) then
self.Tank_Status = 1
else
//print((self:GetEnemy():GetPos() -self:GetPos() +Vector(0,0,80)):Angle())
-- To make it go opposite:
-- Change the +15 to -15 and -15 to 15
-- Change the forwad spead(Tank_ForwardSpead) to their opposite quotation(+ to -)
-- Change the turning speed(Tank_TurningSpeed) to their opposite quotation(+ to -)
local phys = self:GetPhysicsObject()
if IsValid(phys) then
local Angle_Enemy = (self:GetEnemy():GetPos() - self:GetPos() +Vector(0,0,80)):Angle()
local Angle_Current = self:GetAngles()
local Angle_Diffuse = self:AngleDiffuse(Angle_Enemy.y,Angle_Current.y+self.Tank_AngleDiffuseNumber)
local Heigh_Ratio = (self:GetEnemy():GetPos().z - self:GetPos().z ) / self:GetPos():Distance(Vector(self:GetEnemy():GetPos().x,self:GetEnemy():GetPos().y,self:GetPos().z))
if Heigh_Ratio < 0.15 then -- If it is that high than move away from it
-- To help the gunner shoot
if self.Tank_UseGetRightForSpeed == true then
phys:SetVelocity(self:GetRight():GetNormal()*self.Tank_MoveAwaySpeed) else
phys:SetVelocity(self:GetForward():GetNormal()*self.Tank_MoveAwaySpeed) end
if Angle_Diffuse > 15 then
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,self.Tank_TurningSpeed,0))
phys:SetAngles(self:GetAngles())
elseif Angle_Diffuse < -15 then
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,-self.Tank_TurningSpeed,0))
phys:SetAngles(self:GetAngles())
end
//if self:GetEnemy().VJ_IsHugeMonster == false then
elseif math.abs(Heigh_Ratio) > 1 && math.abs(Heigh_Ratio) < 0.6 then -- If it is that high than move toward it
-- Run over
if self.Tank_UseGetRightForSpeed == true then
phys:SetVelocity(self:GetRight():GetNormal()*self.Tank_MoveAwaySpeed) else
phys:SetVelocity(self:GetForward():GetNormal()*self.Tank_MoveAwaySpeed) end
if Angle_Diffuse > 15 then
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,self.Tank_TurningSpeed,0))
phys:SetAngles(self:GetAngles())
elseif Angle_Diffuse < -15 then
self:SetLocalAngles( self:GetLocalAngles() + Angle(0,-self.Tank_TurningSpeed,0))
phys:SetAngles(self:GetAngles())
end
end
end
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnSchedule()
if self:Health() <= 0 or self.Dead == true then return end
self:IdleSoundCode()
self:DoIdleAnimation()
if !IsValid(self:GetEnemy()) then
if self.Tank_ResetedEnemy == false then
self.Tank_ResetedEnemy = true
self:ResetEnemy()
end
else
local EnemyPos = self:GetEnemy():GetPos()
local EnemyPosToSelf = self:GetPos():Distance(EnemyPos)
if self.VJ_IsBeingControlled == true then
if self.VJ_TheController:KeyDown(IN_FORWARD) then
self.Tank_Status = 0
else
self.Tank_Status = 1
end
elseif self.VJ_IsBeingControlled == false then
if EnemyPosToSelf > self.Tank_SeeLimit then -- If larger than this number than, move
self.Tank_Status = 0
elseif EnemyPosToSelf < self.Tank_SeeFar && EnemyPosToSelf > self.Tank_SeeClose then -- If between this two numbers, stay still
self.Tank_Status = 1
else
self.Tank_Status = 0
end
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnTakeDamage_BeforeDamage(dmginfo,hitgroup)
local dmgtype = dmginfo:GetDamageType()
if (dmgtype == DMG_SLASH or dmgtype == DMG_GENERIC or dmgtype == DMG_CLUB) then
if dmginfo:GetDamage() >= 30 && dmginfo:GetAttacker().VJ_IsHugeMonster != true then
dmginfo:SetDamage(dmginfo:GetDamage()/2)
else
dmginfo:SetDamage(0)
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPriorToKilled(dmginfo,hitgroup)
if IsValid(self.Gunner) then
self.Gunner.Dead = true
if self:IsOnFire() then self.Gunner:Ignite(math.Rand(8,10),0) end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDeath_AfterCorpseSpawned(dmginfo,hitgroup,GetCorpse)
if IsValid(self.Gunner) then -- Spawn the gunner
local gunnercorpse = self.Gunner:CreateDeathCorpse(dmginfo,hitgroup)
if IsValid(gunnercorpse) then GetCorpse.ExtraCorpsesToRemove[#GetCorpse.ExtraCorpsesToRemove+1] = gunnercorpse end
end
if self:Tank_CustomOnDeath_AfterCorpseSpawned(dmginfo,hitgroup,GetCorpse) == true then
util.BlastDamage(self, self, self:GetPos(), 400, 40)
util.ScreenShake(self:GetPos(), 100, 200, 1, 2500)
-- Spawn the death soldier
local smdl = VJ_PICK(self.Tank_DeathSoldierModels)
if smdl != false && math.random(1,self.Tank_DeathSoldierChance) == 1 then
self:CreateExtraDeathCorpse("prop_ragdoll",smdl,{Pos=self:GetPos()+self:GetUp()*90+self:GetRight()*-30,Vel=Vector(math.Rand(-600,600), math.Rand(-600,600),500)},function(extraent) extraent:Ignite(math.Rand(8,10),0); extraent:SetColor(Color(90,90,90)); self:Tank_CustomOnDeath_AfterDeathSoldierSpawned(dmginfo,hitgroup,extraent) end)
end
self:SetPos(Vector(self:GetPos().x,self:GetPos().y,self:GetPos().z +4)) -- Because the NPC is too close to the ground
local tr = util.TraceLine({
start = self:GetPos(),
endpos = self:GetPos() - Vector(0, 0, 500),
filter = self
})
util.Decal(VJ_PICK(self.Tank_DeathDecal), tr.HitPos+tr.HitNormal, tr.HitPos-tr.HitNormal)
if self.HasGibDeathParticles == true && self:Tank_CustomOnDeath_AfterCorpseSpawned_Effects(dmginfo,hitgroup,GetCorpse) == true then
//self.FireEffect = ents.Create( "env_fire_trail" )
//self.FireEffect:SetPos(self:GetPos()+self:GetUp()*70)
//self.FireEffect:Spawn()
//self.FireEffect:SetParent(GetCorpse)
//ParticleEffectAttach("smoke_large_01b",PATTACH_ABSORIGIN_FOLLOW,GetCorpse,0)
ParticleEffect("vj_explosion3",self:GetPos(),Angle(0,0,0),nil)
ParticleEffect("vj_explosion2",self:GetPos() +self:GetForward()*-130,Angle(0,0,0),nil)
ParticleEffect("vj_explosion2",self:GetPos() +self:GetForward()*130,Angle(0,0,0),nil)
ParticleEffectAttach("smoke_burning_engine_01",PATTACH_ABSORIGIN_FOLLOW,GetCorpse,0)
local explosioneffect = EffectData()
explosioneffect:SetOrigin(self:GetPos())
util.Effect("VJ_Medium_Explosion1",explosioneffect)
util.Effect("Explosion", explosioneffect)
local dusteffect = EffectData()
dusteffect:SetOrigin(self:GetPos())
dusteffect:SetScale(800)
util.Effect("ThumperDust",dusteffect)
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnRemove()
VJ_STOPSOUND(self.tank_movingsd)
VJ_STOPSOUND(self.tank_tracksd)
if IsValid(self.Gunner) then
self.Gunner:Remove()
end
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Tank_Sound_Moving()
if self.HasSounds == false or self.HasFootStepSound == false then return end
local sdtbl1 = VJ_PICK(self.Tank_SoundTbl_DrivingEngine)
if sdtbl1 == false then sdtbl1 = VJ_PICK(self.Tank_DefaultSoundTbl_DrivingEngine) end -- Default table
self.tank_movingsd = VJ_CreateSound(self,sdtbl1,80,100)
self.Tank_NextRunOverSoundT = CurTime() + 0.2
local sdtbl2 = VJ_PICK(self.Tank_SoundTbl_Track)
if sdtbl2 == false then sdtbl2 = VJ_PICK(self.Tank_DefaultSoundTbl_Track) end -- Default table
self.tank_tracksd = VJ_CreateSound(self,sdtbl2,70,100)
self.Tank_NextRunOverSoundT = CurTime() + 0.2
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:Tank_Sound_RunOver()
if self.HasSounds == false or CurTime() < self.Tank_NextRunOverSoundT then return end
local sdtbl = VJ_PICK(self.Tank_SoundTbl_RunOver)
if sdtbl == false then sdtbl = VJ_PICK(self.Tank_DefaultSoundTbl_RunOver) end -- Default table
self:EmitSound(sdtbl,80,math.random(80,100))
self.Tank_NextRunOverSoundT = CurTime() + 0.2
end
/*-----------------------------------------------
*** Copyright (c) 2012-2018 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/

View File

@@ -0,0 +1,48 @@
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
---------------------------------------------------------------------------------------------------------------------------------------------
ENT.Base = "npc_vj_creature_base"
ENT.Type = "ai"
ENT.PrintName = "VJ APC Base"
ENT.Author = "Comrade Communist"
ENT.Contact = ""
ENT.Purpose = "To make SNPCs."
ENT.Instructions = "Don't change anything."
ENT.Category = "Comrade Bases"
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.IsVJBaseSNPC_Apc = true -- Is it a VJ Base tank SNPC?
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:PhysicsCollide(data, physobj)
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:PhysicsUpdate(physobj)
end
---------------------------------------------------------------------------------------------------------------------------------------------
/*if (CLIENT) then
local Name = "rrrrrrrrrrrrrrrrrr"
local LangName = "rrrrrrrrrrrrrrrrrr"
language.Add(LangName, Name)
killicon.Add(LangName,"HUD/killicons/default",Color(255,80,0,255))
language.Add("#"..LangName, Name)
killicon.Add("#"..LangName,"HUD/killicons/default",Color(255,80,0,255))
end*/
net.Receive("vj_tank_base_spawneffects", function()
-- Add codes in the tank SNPC's shared file
end)
net.Receive("vj_tank_base_moveeffects", function()
-- Add codes in the tank SNPC's shared file
end)