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- include("allspawnprefabs.lua")
- local PLAYER = {}
- PLAYER.DisplayName = "Justice of Lands" -- Lawful Good
- PLAYER.WalkSpeed = 150 -- How fast to move when not running
- PLAYER.RunSpeed = 275 -- How fast to move when running
- PLAYER.CrouchedWalkSpeed = 0.3 -- Multiply move speed by this when crouching
- PLAYER.DuckSpeed = 0.3 -- How fast to go from not ducking, to ducking
- PLAYER.UnDuckSpeed = 0.3 -- How fast to go from ducking, to not ducking
- PLAYER.JumpPower = 300 -- How powerful our jump should be
- PLAYER.CanUseFlashlight = true -- Can we use the flashlight
- PLAYER.MaxHealth = 125 -- Max health we can have
- PLAYER.StartHealth = 125 -- How much health we start with
- PLAYER.StartArmor = 0 -- How much armour we start with
- PLAYER.DropWeaponOnDie = false -- Do we drop our weapon when we die
- PLAYER.TeammateNoCollide = true -- Do we collide with teammates or run straight through them
- PLAYER.AvoidPlayers = true -- Automatically swerves around other players
- PLAYER.UseVMHands = true -- Uses viewmodel hands
- --
- -- Name: PLAYER:SetupDataTables
- -- Desc: Set up the network table accessors
- -- Arg1:
- -- Ret1:
- --
- function PLAYER:SetupDataTables()
- end
- --
- -- Name: PLAYER:Init
- -- Desc: Called when the class object is created (shared)
- -- Arg1:
- -- Ret1:
- --
- function PLAYER:Init()
- end
- --
- -- Name: PLAYER:Spawn
- -- Desc: Called serverside only when the player spawns
- -- Arg1:
- -- Ret1:
- --
- function PLAYER:Spawn()
- print("Lawful Good spawn.")
- local ent = ents.Create( "prop_physics" )
- //ply = LocalPlayer()
- //ply:SetPos( Vector(3127, -2662, 824) )
- //data = prefabs[1]
- ent:SetModel( prefabs[1][prop1model] )
- ent:SetPos( Vector( 3127, -2662, 824 ) )
- ent:SetAngles( Angle( 11, -177, 0 ) )
- ent:Spawn()
- //cleanup.Add( self.Owner, "props", ent)
- end
- --
- -- Name: PLAYER:Loadout
- -- Desc: Called on spawn to give the player their default loadout
- -- Arg1:
- -- Ret1:
- --
- function PLAYER:Loadout()
- self.Player:Give( "weapon_lawfulgood" )
- self.Player:GiveAmmo( 255, "SMG1", true )
- end
- function PLAYER:SetModel()
- //local cl_playermodel = self.Player:GetInfo( "models/alyx.mdl" )
- //local modelname = player_manager.TranslatePlayerModel( cl_playermodel )
- util.PrecacheModel( "models/player/breen.mdl" )
- self.Player:SetModel( "models/player/breen.mdl" )
- end
- -- Clientside only
- function PLAYER:CalcView( view ) end -- Setup the player's view
- function PLAYER:CreateMove( cmd ) end -- Creates the user command on the client
- function PLAYER:ShouldDrawLocal() end -- Return true if we should draw the local player
- -- Shared
- function PLAYER:StartMove( cmd, mv ) end -- Copies from the user command to the move
- function PLAYER:Move( mv ) end -- Runs the move (can run multiple times for the same client)
- function PLAYER:FinishMove( mv ) end -- Copy the results of the move back to the Player
- --
- -- Name: PLAYER:ViewModelChanged
- -- Desc: Called when the player changes their weapon to another one causing their viewmodel model to change
- -- Arg1: Entity|viewmodel|The viewmodel that is changing
- -- Arg2: string|old|The old model
- -- Arg3: string|new|The new model
- -- Ret1:
- --
- function PLAYER:ViewModelChanged( vm, old, new )
- end
- --
- -- Name: PLAYER:PreDrawViewmodel
- -- Desc: Called before the viewmodel is being drawn (clientside)
- -- Arg1: Entity|viewmodel|The viewmodel
- -- Arg2: Entity|weapon|The weapon
- -- Ret1:
- --
- function PLAYER:PreDrawViewModel( vm, weapon )
- end
- --
- -- Name: PLAYER:PostDrawViewModel
- -- Desc: Called after the viewmodel has been drawn (clientside)
- -- Arg1: Entity|viewmodel|The viewmodel
- -- Arg2: Entity|weapon|The weapon
- -- Ret1:
- --
- function PLAYER:PostDrawViewModel( vm, weapon )
- end
- --
- -- Name: PLAYER:GetHandsModel
- -- Desc: Called on player spawn to determine which hand model to use
- -- Arg1:
- -- Ret1: table|info|A table containing model, skin and body
- --
- function PLAYER:GetHandsModel()
- -- return { model = "models/weapons/c_arms_cstrike.mdl", skin = 1, body = "0100000" }
- local playermodel = player_manager.TranslateToPlayerModelName( self.Player:GetModel() )
- return player_manager.TranslatePlayerHands( playermodel )
- end
- player_manager.RegisterClass( "player_lawfulgood", PLAYER, player_default )
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