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wnsrc/lua/entities/npc_vj_human_base/shared.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

51 lines
2.3 KiB
Lua

--[[
| 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 = "base_entity"
ENT.Type = "ai"
ENT.PrintName = "VJ Human SNPC Base"
ENT.Author = "DrVrej"
ENT.Contact = "http://steamcommunity.com/groups/vrejgaming"
ENT.Purpose = "To make SNPCs."
ENT.Instructions = "Don't change anything."
ENT.Category = "VJ Base"
ENT.Spawnable = false
ENT.AdminSpawnable = false
ENT.AutomaticFrameAdvance = false
ENT.IsVJBaseSNPC = true -- Is it a VJ Base SNPC?
ENT.IsVJBaseSNPC_Human = true -- Is it a VJ Base human?
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:SetAutomaticFrameAdvance(val)
self.AutomaticFrameAdvance = val
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:MatFootStepQCEvent(data)
-- Return true to apply all changes done to the data table.
-- Return false to prevent the sound from playing.
-- Return nil or nothing to play the sound without altering it.
return false
end
---------------------------------------------------------------------------------------------------------------------------------------------
if CLIENT then
//ENT.RenderGroup = RENDERGROUP_BOTH
function ENT:Initialize() end
function ENT:Draw() self:DrawModel() self:CustomOnDraw() end
function ENT:DrawTranslucent() self:Draw() end
function ENT:BuildBonePositions(NumBones,NumPhysBones) end
function ENT:SetRagdollBones(bIn) self.m_bRagdollSetup = bIn end
function ENT:DoRagdollBone(PhysBoneNum,BoneNum) /*self:SetBonePosition(BoneNum,Pos,Angle)*/ end
//function ENT:CalcAbsolutePosition(pos, ang) end
-- Custom functions ---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnDraw() end
end