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Benleosky37
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Comment modif c'ette boufe pour quelle remonte la faim et pas la vie
AddCSLuaFile()
DEFINE_BASECLASS( "base_anim")
ENT.PrintName = "Half-Life 2 Ration Entity"
ENT.Information = "A ration entity"
ENT.Category = "Half-Life 2 Food Pack"
ENT.Spawnable = true
ENT.AdminOnly = false
local Sound = Sound("physics/cardboard/cardboard_box_break1.wav")
function ENT:SpawnFunction( ply, tr, ClassName )
if ( !tr.Hit ) then return end
local size = math.random( 16, 48 )
local ent = ents.Create( ClassName )
ent:SetPos( tr.HitPos + tr.HitNormal * size )
ent:Spawn()
ent:Activate()
return ent
end
function ENT:Use( activator, caller )
self:EmitSound( Sound )
self:Remove()
if ( activator:IsPlayer() ) then
local health = activator:Health()
activator:SetHealth( health + 35 )
end
end
function ENT:Initialize()
-- Sets what model to use
self:SetModel( "models/weapons/w_package.mdl" )
-- Physics stuff
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
-- Init physics only on server, so it doesn't mess up physgun beam
if ( SERVER ) then selfhysicsInit( SOLID_VPHYSICS ) end
-- Make prop to fall on spawn
local phys = self:GetPhysicsObject()
if ( IsValid( phys ) ) then phys:Wake() end
end
AddCSLuaFile()
DEFINE_BASECLASS( "base_anim")
ENT.PrintName = "Half-Life 2 Ration Entity"
ENT.Information = "A ration entity"
ENT.Category = "Half-Life 2 Food Pack"
ENT.Spawnable = true
ENT.AdminOnly = false
local Sound = Sound("physics/cardboard/cardboard_box_break1.wav")
function ENT:SpawnFunction( ply, tr, ClassName )
if ( !tr.Hit ) then return end
local size = math.random( 16, 48 )
local ent = ents.Create( ClassName )
ent:SetPos( tr.HitPos + tr.HitNormal * size )
ent:Spawn()
ent:Activate()
return ent
end
function ENT:Use( activator, caller )
self:EmitSound( Sound )
self:Remove()
if ( activator:IsPlayer() ) then
local health = activator:Health()
activator:SetHealth( health + 35 )
end
end
function ENT:Initialize()
-- Sets what model to use
self:SetModel( "models/weapons/w_package.mdl" )
-- Physics stuff
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
-- Init physics only on server, so it doesn't mess up physgun beam
if ( SERVER ) then selfhysicsInit( SOLID_VPHYSICS ) end
-- Make prop to fall on spawn
local phys = self:GetPhysicsObject()
if ( IsValid( phys ) ) then phys:Wake() end
end