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- //MADE BY BLUE
- local ITEM = {};
- ITEM.ID = 84;
- ITEM.Reference = "item_cash_creator";
- ITEM.Name = "Cash Creator";
- ITEM.Description = "Makes some cash";
- ITEM.Weight = 5;
- ITEM.Cost = 2000;
- ITEM.MaxStack = 5;
- ITEM.InventoryModel = "models/Items/car_battery01.mdl";
- ITEM.ModelCamPos = Vector(0, 0, 30);
- ITEM.ModelLookAt = Vector(0, 0, 0);
- ITEM.ModelFOV = 70;
- ITEM.WorldModel = "models/Items/car_battery01.mdl";
- ITEM.RestrictedSelling = false; // Used for drugs and the like. So we can't sell it.
- ITEM.EquipZone = nil;
- ITEM.PredictUseDrop = false; // If this isn't true, the server will tell the client when something happens to us based on the server's OnUse
- if SERVER then
- function ITEM.OnUse ( Player )
- local prop = Player:SpawnProp(ITEM);
- if (!prop || !IsValid(prop)) then return false; end
- return true;
- end
- function ITEM.OnDrop ( Player )
- return true;
- end
- function ITEM.Equip ( Player )
- end
- function ITEM.Holster ( Player )
- end
- else
- function ITEM.OnUse ( slotID )
- return false;
- end
- function ITEM.OnDrop ( )
- return true;
- end
- end
- GM:RegisterItem(ITEM);
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