include('shared.lua') language.Add("npc_facehugger", "Facehugger") killicon.Add("npc_facehugger","HUD/killicons/babycrab",Color ( 255, 80, 0, 255 ) ) ENT.RenderGroup = RENDERGROUP_BOTH /*--------------------------------------------------------- Name: Draw Desc: Draw it! //-------------------------------------------------------*/ function ENT:Draw() self.Entity:DrawModel() end /*--------------------------------------------------------- Name: DrawTranslucent Desc: Draw translucent //-------------------------------------------------------*/ function ENT:DrawTranslucent() // This is here just to make it backwards compatible. // You shouldn't really be drawing your model here unless it's translucent self:Draw() end /*--------------------------------------------------------- Name: BuildBonePositions Desc: //-------------------------------------------------------*/ function ENT:BuildBonePositions( NumBones, NumPhysBones ) // You can use this section to position the bones of // any animated model using self:SetBonePosition( BoneNum, Pos, Angle ) // This will override any animation data and isn't meant as a // replacement for animations. We're using this to position the limbs // of ragdolls. end /*--------------------------------------------------------- Name: SetRagdollBones Desc: //-------------------------------------------------------*/ function ENT:SetRagdollBones( bIn ) // If this is set to true then the engine will call // DoRagdollBone (below) for each ragdoll bone. // It will then automatically fill in the rest of the bones self.m_bRagdollSetup = bIn end /*--------------------------------------------------------- Name: DoRagdollBone Desc: //-------------------------------------------------------*/ function ENT:DoRagdollBone( PhysBoneNum, BoneNum ) // self:SetBonePosition( BoneNum, Pos, Angle ) end