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lua/entities/npc_vj_human_base/init.lua
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4689
lua/entities/npc_vj_human_base/init.lua
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51
lua/entities/npc_vj_human_base/shared.lua
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51
lua/entities/npc_vj_human_base/shared.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
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---------------------------------------------------------------------------------------------------------------------------------------------
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ENT.Base = "base_entity"
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ENT.Type = "ai"
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ENT.PrintName = "VJ Human SNPC Base"
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ENT.Author = "DrVrej"
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ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
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ENT.Purpose = "To make SNPCs."
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ENT.Instructions = "Don't change anything."
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ENT.Category = "VJ Base"
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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ENT.AutomaticFrameAdvance = false
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ENT.IsVJBaseSNPC = true -- Is it a VJ Base SNPC?
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ENT.IsVJBaseSNPC_Human = true -- Is it a VJ Base human?
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:SetAutomaticFrameAdvance(val)
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self.AutomaticFrameAdvance = val
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:MatFootStepQCEvent(data)
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-- Return true to apply all changes done to the data table.
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-- Return false to prevent the sound from playing.
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-- Return nil or nothing to play the sound without altering it.
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return false
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end
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---------------------------------------------------------------------------------------------------------------------------------------------
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if CLIENT then
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//ENT.RenderGroup = RENDERGROUP_BOTH
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function ENT:Initialize() end
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function ENT:Draw() self:DrawModel() self:CustomOnDraw() end
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function ENT:DrawTranslucent() self:Draw() end
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function ENT:BuildBonePositions(NumBones,NumPhysBones) end
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function ENT:SetRagdollBones(bIn) self.m_bRagdollSetup = bIn end
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function ENT:DoRagdollBone(PhysBoneNum,BoneNum) /*self:SetBonePosition(BoneNum,Pos,Angle)*/ end
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//function ENT:CalcAbsolutePosition(pos, ang) end
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-- Custom functions ---------------------------------------------------------------------------------------------------------------------------------------------
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function ENT:CustomOnDraw() end
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end
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