AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( 'shared.lua' ) function ENT:SpawnFunction( ply, tr ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 1 local ent = ents.Create( "paintball" ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end /*--------------------------------------------------------- Name: Initialize ---------------------------------------------------------*/ function ENT:Initialize() // Temp Paintball Model self.Entity:SetModel( "models/props/cs_office/snowman_mouth1.mdl" ) // Sphere it. self.Entity:PhysicsInitSphere( 1, "" ) // Wake up! self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) self.Entity:SetColor( math.random(0,255), math.random(0,255), math.random(0,255), 255 ) // Set collision bounds exactly self.Entity:SetCollisionBounds( Vector( 1, 1, 1 ), Vector( 1, 1, 1 ) ) end /*--------------------------------------------------------- Name: PhysicsCollide ---------------------------------------------------------*/ function ENT:PhysicsCollide( data, physobj ) local worldpos1 = data.HitPos + data.HitNormal // Set worldpos 1. Add to the hitpos the world normal. local worldpos2 = data.HitPos - data.HitNormal // Set worldpos 2. Subtract from the hitpos the world normal. util.Decal("Blood",worldpos1,worldpos2) end