AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") paintballdamage = tonumber(1) game.AddDecal("splat1","decals/splat1") game.AddDecal("splat2","decals/splat2") game.AddDecal("splat3","decals/splat3") game.AddDecal("splat4","decals/splat4") game.AddDecal("splat5","decals/splat5") game.AddDecal("splat6","decals/splat6") game.AddDecal("splat7","decals/splat7") game.AddDecal("splat8","decals/splat8") game.AddDecal("splat9","decals/splat9") game.AddDecal("splat10","decals/splat10") game.AddDecal("splat11","decals/splat11") game.AddDecal("splat12","decals/splat12") concommand.Add("paintball_damage",SetPaintDamage) function SetPaintDamage(ply,cmd,args) if cmd == "paintball_damage" then paintballdamage = tonumber(args[1]) end end function ENT:SpawnFunction( ply, tr ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 1 local ent = ents.Create( "paint_ball" ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end function ENT:Initialize() self.Entity:SetModel( "models/paintball/paintball.mdl" ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end end function ENT:OnTakeDamage( dmginfo ) // React physically when shot/getting blown self.Entity:TakePhysicsDamage( dmginfo ) end function ENT:PhysicsCollide(data,phy) local trace = {} trace.filter = {self.Entity} data.HitNormal = data.HitNormal * -1 local start = data.HitPos + data.HitNormal local endpos = data.HitPos - data.HitNormal util.Decal("splat"..math.random(1,12),start,endpos) self.Entity:EmitSound(Sound( "marker/pbhit.wav" )) util.BlastDamage(self.Entity:GetOwner(),self.Entity:GetOwner(),data.HitPos,1,paintballdamage) // if // ( data.HitEntity:IsValid() && data.HitEntity:IsPlayer() ) then data.HitEntity:TakeDamage( 1, self.Owner ) // end self.Entity:Fire("kill", "", 0) end function ENT:Touch(ent) if ent:IsValid() then self.Entity:Fire("kill", "", 0) end end function ENT:Use( activator, caller ) end function ENT:Think() end