rendered paste bodyAddCSLuaFile( "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 * .5 local ent = ents.Create( "prop_physics" ) ent:SetOwner( self.Owner ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end /*--------------------------------------------------------- Name: Initialize---------------------------------------------------------*/function ENT:Initialize() // Temp Paintball Model self.Entity:SetModel( "models/paintball/paintball.mdl" ) // Sphere it. self.Entity:PhysicsInitSphere( 1, "" ) // Wake the physics object up. It's time to have fun! // 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 ) util.Decal("Blood", data.HitPos + data.HitNormal , data.HitPos - data.HitNormal) //physobj:EnableMotion( bool ) self.Entity:SetColor( 255, 255, 255, 0 ) self.Entity:EmitSound( "Rubber.BulletImpact" ) self.Entity:Remove() end function DoDamage(attacker,victim,amount) victim:TakeDamage(100,self.owner) end