Hi, I need SPP help.
I don't want it were players can grab a N/A prop and it becomes there prop. Any help? Were do I edit it and remove it?
I thinks its here, but can't find it: [CODE]------------------------------------
-- Simple Prop Protection
-- By Spacetech
-- http://code.google.com/p/simplepropprotection
------------------------------------
function CPPI:GetName()
return "Simple Prop Protection"
end
function CPPI:GetVersion()
return SPropProtection.Version
end
function CPPI:GetInterfaceVersion()
return 1.1
end
function CPPI:GetNameFromUID(uid)
return CPPI_NOTIMPLEMENTED
end
local Player = FindMetaTable("Player")
if(!Player) then
print("EXTREME ERROR 1")
return
end
function Player:CPPIGetFriends()
if(SERVER) then
local Table = {}
for k, v in pairs(player.GetAll()) do
if(table.HasValue(SPropProtection[self:SteamID()], v:SteamID())) then
table.insert(Table, v)
end
end
return Table
else
return CPPI_NOTIMPLEMENTED
end
end
local Entity = FindMetaTable("Entity")
if(!Entity) then
print("EXTREME ERROR 2")
return
end
function Entity:CPPIGetOwner()
if(self.SPPOwnerless) then
return true, CPPI_NOTIMPLEMENTED
end
local Player = self:GetNetworkedEntity("OwnerObj", false)
if(SERVER) then
if(SPropProtection.Props[self:EntIndex()]) then
Player = SPropProtection.Props[self:EntIndex()].Owner
end
end
if(!Player or !Player:IsValid()) then
return nil, CPPI_NOTIMPLEMENTED
end
local UID = CPPI_NOTIMPLEMENTED
if(SERVER) then
UID = Player:UniqueID()
end
return Player, UID
end
if(SERVER) then
function Entity:CPPISetOwner(ply)
if(!ply or !ply:IsValid() or !ply:IsPlayer()) then
return false
end
return SPropProtection.PlayerMakePropOwner(ply, self)
end
function Entity:CPPISetOwnerless(Bool)
self.SPPOwnerless = Bool
if(Bool) then
self:SetNetworkedString("Owner", "Ownerless")
self:SetNetworkedEntity("OwnerObj", GetWorldEntity())
else
self:SetNetworkedString("Owner", "N/A")
end
end
function Entity:CPPISetOwnerUID(uid)
if(!uid) then
return false
end
local ply = player.GetByUniqueID(tostring(uid))
if(!ply) then
return false
end
return SPropProtection.PlayerMakePropOwner(ply, self)
end
function Entity:CPPICanTool(ply, toolmode)
if(!ply or !ply:IsValid() or !ply:IsPlayer() or !toolmode) then
return false
end
return SPropProtection.PlayerCanTouch(ply, self)
end
function Entity:CPPICanPhysgun(ply)
if(!ply or !ply:IsValid() or !ply:IsPlayer()) then
return false
end
if(SPropProtection.PhysGravGunPickup(ply, self) == false) then
return false
end
return true
end
function Entity:CPPICanPickup(ply)
if(!ply or !ply:IsValid() or !ply:IsPlayer()) then
return false
end
if(SPropProtection.PhysGravGunPickup(ply, self) == false) then
return false
end
return true
end
function Entity:CPPICanPunt(ply)
if(!ply or !ply:IsValid() or !ply:IsPlayer()) then
return false
end
if(SPropProtection.PhysGravGunPickup(ply, self) == false) then
return false
end
return true
end
end
local function CPPIInitGM()
function GAMEMODE:CPPIAssignOwnership(ply, ent)
end
function GAMEMODE:CPPIFriendsChanged(ply, ent)
end
end
hook.Add("Initialize", "CPPIInitGM", CPPIInitGM)
[/CODE]
Sorry, you need to Log In to post a reply to this thread.