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- AddCSLuaFile("cl_init.lua")
- AddCSLuaFile("shared.lua")
- include("shared.lua")
- function ENT:SpawnFunction( ply, tr )
- if ( !tr.Hit ) then return end
- local SpawnPos = tr.HitPos + tr.HitNormal * 16
- local spawner = ents.Create( "weapon_rpg_spawner" )
- spawner:SetPos( SpawnPos )
- spawner:Spawn()
- spawner:Activate()
- print( "lol" )
- return ent
- end
- function ENT:Initialize()
- self.Entity:SetModel("models/props/de_prodigy/ammo_can_02.mdl")
- self.Entity:PhysicsInit(SOLID_VPHYSICS)
- self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
- self.Entity:SetSolid(SOLID_VPHYSICS)
- local phys = self.Entity:GetPhysicsObject()
- if phys and phys:IsValid() then phys:Wake() end
- end
- function ENT:Use()
- if not self.locked then
- self.locked = true
- self.sparking = true
- timer.Create("spawntimer01", 0.1, 1, self.SpawnItem, self)
- end
- end
- function ENT:SpawnItem()
- local pos = self:GetPos()
- local weapon = ents.Create("weapon_rpg")
- weapon:SetPos( pos + Vector(0,0,35))
- weapon:Spawn()
- weapon:Activate()
- weapon:SetAngles(Angle(0,90,90))
- end
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