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- local BAP = {}
- function BAP.Velocity( ply, ent )
- if not IsValid(ent) then return end
- ent:SetPos(ent:GetPos())
- end
- function BAP.DMG( ent, dmginfo )
- if not IsValid(ent) then return end
- if ent:IsPlayer() and dmginfo:GetDamageType() == DMG_CRUSH then
- dmginfo:ScaleDamage( 0.0 )
- end
- end
- function BAP.Pickup(ply, ent)
- if not IsValid(ent) then return end
- if ent:GetClass() == "prop_physics" then
- ent:SetCollisionGroup( COLLISION_GROUP_DEBRIS )
- end
- end
- function BAP.Drop(ply, ent)
- if not IsValid(ent) then return end
- if ent:GetClass() == "prop_physics" then
- ent:SetCollisionGroup( COLLISION_GROUP_NONE )
- end
- end
- function BAP.FreezeIt(wep, phys, ent, ply)
- if not IsValid(ent) then return end
- if ent:GetClass() == "prop_physics" then
- ent:SetCollisionGroup( COLLISION_GROUP_NONE )
- end
- end
- hook.Add("PhysgunDrop", "BAP_AntiVelocity", BAP.Velocity)
- hook.Add("EntityTakeDamage", "BAP_AntiDMG", BAP.DMG)
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