add sborka
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@@ -0,0 +1,34 @@
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include('shared.lua')
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function ENT:Initialize()
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end
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function ENT:Think ()
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end
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local AttMat = Material("cable/cable")
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function ENT:Draw()
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local Player = self:GetOwningPlayer()
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local AEnt = self:GetAttatchedEntity()
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local APos = self:GetAttatchPosition()
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if IsValid(AEnt) then
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APos = AEnt:GetPos()
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end
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if IsValid(Player) then
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local Bone = Player:LookupBone("ValveBiped.Bip01_R_Hand")
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if Bone then
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local Pos, Ang = Player:GetBonePosition(Bone)
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local FPos = Pos + Ang:Forward() * 3.2 + Ang:Right() * 2 + Ang:Up() * -5
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self:SetPos(FPos)
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self:SetAngles(Ang)
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render.SetMaterial(AttMat)
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render.DrawBeam(self:GetPos(), APos, 1, 0, 0, Color(255, 255, 255, 255))
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end
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end
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end
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function ENT:OnRemove( )
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end
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@@ -0,0 +1,23 @@
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AddCSLuaFile( "cl_init.lua" )
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AddCSLuaFile( "shared.lua" )
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include('shared.lua')
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function ENT:Initialize()
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self.Entity:SetModel("models/tobadforyou/handcuffs.mdl")
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self.Entity:PhysicsInit(SOLID_NONE)
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self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
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self.Entity:SetSolid(SOLID_NONE)
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self.Entity:SetUseType(SIMPLE_USE)
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end
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function ENT:Use( activator, caller )
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end
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function ENT:Think()
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end
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function ENT:Touch(TouchEnt)
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if self.Entity.Touched and self.Entity.Touched > CurTime() then return ; end
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self.Entity.Touched = CurTime() + 1;
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end
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@@ -0,0 +1,16 @@
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ENT.Type = "anim"
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ENT.Base = "base_anim"
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ENT.Category = "ToBadForYou"
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ENT.Spawnable = false
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ENT.PrintName = "Attatch Entity"
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ENT.Author = "ToBadForYou"
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ENT.Contact = ""
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ENT.Purpose = ""
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ENT.Instructions = ""
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function ENT:SetupDataTables()
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self:NetworkVar("Entity", 0, "OwningPlayer")
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self:NetworkVar("Entity", 1, "AttatchedEntity")
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self:NetworkVar("Vector", 0, "AttatchPosition")
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end
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