Capture Points Addon Missing Server Side File

So I have this capture points addon for DarkRP and it is missing the key component to make it work which is the server side file. I would really like this solved so I can use the addon. I was wondering if anyone can code the server side file for me. Below I have all the other files code below to help you out

rpcp_config.lua

[LUA]RPCP.padding = 28 --How much space is between each of the control point displays (if you run out of text space)

–Add your teams here.

RPCP.addteam(“U.S Army”, {

jobs = {

	TEAM_USARMY1,TEAM_USARMY2,TEAM_USARMY3,TEAM_USARMY4,TEAM_USARMY5,TEAM_USARMY6,TEAM_USARMY7,TEAM_USARMY8,TEAM_USARMY9,TEAM_USARMY10,TEAM_USARMY11,TEAM_USARMY12,TEAM_USARMY13,TEAM_USARMY14,TEAM_USARMY15,TEAM_USARMY16,TEAM_USARMY17,TEAM_USARMY18,TEAM_USARMY19,TEAM_USARMY20,TEAM_USARMY21,TEAM_USARMY22,TEAM_USARMY23,TEAM_USARMY24,TEAM_USARMY25,TEAM_USARMY26,TEAM_USARMY27,TEAM_USARMY28,TEAM_USARMY29,TEAM_USARMY30,TEAM_USARMY31,TEAM_USARMY32,TEAM_USARMY33,TEAM_USARMY34,TEAM_USARMY35,TEAM_USARMY36,TEAM_USARMY38,TEAM_USARMY39,TEAM_USARMY40,TEAM_USARMY41

},

model = "models/gmod_myflags3.mdl", 

skin = 0,

color = Color(0, 117, 16), --What color to display on the HUD when this team captures a point.

})

RPCP.addteam(“VietCong”, {

jobs = {

	TEAM_VIET1,TEAM_VIET2,TEAM_VIET3,TEAM_VIET4,TEAM_VIET5,TEAM_VIET6,TEAM_VIET7,TEAM_VIET8,TEAM_VIET9,TEAM_VIET10,TEAM_VIET11,TEAM_VIET12,TEAM_VIET13,TEAM_VIET14,TEAM_VIET15,TEAM_VIET16,TEAM_VIET17,TEAM_VIET18,TEAM_VIET19,TEAM_VIET20,TEAM_VIET21,TEAM_VIET22,TEAM_VIET23,TEAM_VIET24,TEAM_VIET25,TEAM_VIET26,TEAM_VIET27,TEAM_VIET28,TEAM_VIET29,TEAM_VIET30,TEAM_VIET31,TEAM_VIET32,TEAM_VIET33,TEAM_VIET34,TEAM_VIET35,TEAM_VIET36,TEAM_VIET37,TEAM_VIET38,TEAM_VIET39,TEAM_VIET40,TEAM_VIET41

},

model = "models/gmod_myflags3.mdl", 

skin = 22,

color = Color(161, 0, 0), --What color to display on the HUD when this team captures a point.

})

–Add your flags here.

— rp_downtown_v4c_v2

RPCP.addflag(“Flag A”, {

map = "rp_downtown_v4c_v2",

position = Vector(241.714111, 714.234985, -139.968750 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 1, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 700, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– rp_bangclaw

RPCP.addflag(“Flag A”, {

map = "rp_bangclaw",

position = Vector(1950.042480, -2235.197754, 128.031250 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 700, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

RPCP.addflag(“Flag B”, {

map = "rp_bangclaw",

position = Vector(5877.150879, 346.491486, -127.968750 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64),

salary = 700,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 500, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– Raid_predator

RPCP.addflag(“Flag A”, {

map = "raid_predator",

position = Vector(-792.801270, 402.861084, -531.968750 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 700, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

–cs_jungle

RPCP.addflag(“Flag A”, {

map = "cs_jungle",

position = Vector(-953.253296, -1119.689209, 165.853989 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 700, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– rp_nova_prospekt_v4

RPCP.addflag(“Flag A”, {

map = "rp_nova_prospekt_v4",

position = Vector(-2166.539063, 2093.565918, 576.031250 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 300, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– Gm_desertdriveing

RPCP.addflag(“Flag A”, {

map = "gm_desertdriving",

position = Vector(2887.066162, 630.276489, 646.012695 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 25, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 300, --How far away a player needs to be actively capping

passiverange = 2000, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– gm_bay

RPCP.addflag(“Flag A”, {

map = "gm_bay",

position = Vector(-1188.794678, 1345.936768, 122.831207 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 15, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 300, --How far away a player needs to be actively capping

passiverange = 2000, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– GM_HARVEST

RPCP.addflag(“Flag A”, {

map = "gm_harvest",

position = Vector(-6562.786133, 6673.778320, 64.273743 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 0, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 650, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 350, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

– omaha

RPCP.addflag(“Flag A”, {

map = "omaha",

position = Vector(-1624.141968, -4895.520508, -1064.156738 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 0, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 650, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 350, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})

— CityRuins

RPCP.addflag(“Flag A”, {

map = "cityruins",

position = Vector(-2615, 956, -276 - 64),

angles = Angle(0, 0, 0),

cappercount = 1, --How many players it takes to cap this flag

requiredplayers = 10, --How many players PER TEAM are required for this flag to ACTIVATE in the first place

capturetime = 15, --How long (in seconds) it takes to cap this flag

highlight = Color(0, 255, 64), --What color the name will highlight as on the hud when the player is near

salary = 700, --Money granted per minute for this flag

salarymodifier = function(ply, money, flags) --Here's where you can do stuff to the salary (optional)

	return money * flags --Default behavior

end,



activerange = 200, --How far away a player needs to be actively capping

passiverange = 700, --How far away a player needs to be in order to be considered "close"



activebonus = 700, --How much money an active capper gets

passivebonus = 500, --How much money someone who is near gets

bonusmodifier = function(ply, money) --This is where you add your usergroup specific bonuses (optional)

	if ply:Name() == "Ott" then

		money = money * 2

	end

	return money

end,



model = "models/gmod_myflags4.mdl", --Default, uncaptured model

skin = 16, --Default, uncaptured skin

})[/LUA]

rpcp_flag.lua (The entity)

[LUA]

AddCSLuaFile()

local BaseClass = baseclass.Get( “base_anim” )

ENT.PrintName = “Flag”

ENT.Author = “Ott”

ENT.RenderGroup = RENDERGROUP_OPAQUE

function ENT:Initialize()

if SERVER then

	self:PhysicsInit(SOLID_VPHYSICS)

	self:SetMoveType(MOVETYPE_NONE)

	self:SetSolid(SOLID_NONE)

end

end

local time = CurTime()

local prevtime = CurTime()

local delta = 0

function ENT:Think()

if SERVER then

	self:SetNWFloat("capturetime", self.table.capturetime)

	self:SetNWString("name", self.table.name)

	if self.table.requiredplayers <= #player.GetAll() then



		local e = ents.FindInSphere(self:GetPos(), self.table.passiverange)

		local plys = {}

		for key, ent in pairs(e) do

			if IsValid(ent) and ent:GetClass() == "player" then

				table.insert(plys, ent)

			end

		end

		local cappers = {}

		local pass = true

		local team

		for _, ply in pairs(plys) do

			if ply:Alive() then

				if ply:GetPos():Distance(self:GetPos()) < self.table.activerange then

					table.insert(cappers, ply)

					for name, tbl in pairs(RPCP.teams) do

						if table.HasValue(tbl.jobs, ply:Team()) then

							if team and team ~= name then

								pass = false

								break

							else

								team = name

							end

						end

					end

				end

			end

		end

		time = CurTime()

		delta = time - prevtime

		if pass and team then --People are on the flag

			if team ~= self:GetNWString("defenders") then

				if #cappers >= self.table.cappercount then --Flag can be captured now

					if team ~= self:GetNWString("attackers") then

						PrintMessage(HUD_PRINTCENTER, self.table.name .. " is being captured by " .. team .. "!")

					end

					self:SetNWString("attackers", team)

					self:SetNWFloat("captime", self:GetNWFloat("captime") + delta)

					--print(self.table.name .. " is being captured by " .. team .. "! (" .. math.ceil(self:GetNWFloat("captime")) .. ")")

					if self:GetNWFloat("captime") > self.table.capturetime then --Flag is captured

						for _, ply in pairs(plys) do

							for name, tbl in pairs(RPCP.teams) do

								if table.HasValue(tbl.jobs, ply:Team()) then

									if name == team then

										--11 layers of indentation. Wow.

										local value = self.table.passivebonus

										if self.table.bonusmodifier then

											value = self.table.bonusmodifier(ply, value) or value

										end

										ply:addMoney(value)

										DarkRP.notify(ply, 4, 4, "You received a $" .. value .. " bonus for helping to capture " .. self.table.name .. "!")

										--DarkRP Control Points was made by Ott (STEAM_0:0:36527860), who was hired by Sgt.Val (STEAM_0:0:14807885).

										DarkRP.notify(ply, 4, 8, "Good work! Keep defending the flag to receive salary!")

									end

								end

							end

						end

						for _, ply in pairs(cappers) do

							local value = self.table.activebonus

							if self.table.bonusmodifier then

								value = self.table.bonusmodifier(ply, value) or value

							end

							ply:addMoney(value)

							DarkRP.notify(ply, 4, 4, "You received a $" .. value .. " bonus for capturing " .. self.table.name .. "!")

						end

						PrintMessage(HUD_PRINTCENTER, self.table.name .. " has been captured by " .. team .. "!")

						self:SetNWString("defenders", team)

						self:SetNWString("attackers", nil)

						self:SetNWFloat("captime", 0)



						self:SetModel(RPCP.teams[team].model)

						self:SetSkin(RPCP.teams[team].skin)

						timer.Destroy("RPCP_salary_" .. self.table.name)



							timer.Create("RPCP_salary_" .. self.table.name, 15, 0, function()

								local e = ents.FindInSphere(self:GetPos(), self.table.passiverange)

								local plys = {}

								for key, ent in pairs(e) do

									if IsValid(ent) and ent:GetClass() == "player" then

										table.insert(plys, ent)	

									end

								end

								for _, ply in pairs(plys) do

									if table.HasValue(RPCP.teams[self:GetNWString("defenders")].jobs, ply:Team()) then

										local count = 0

										for k, v in pairs(RPCP.flags) do

											if v.flag:GetNWString("defenders") == self:GetNWString("defenders") then

												count = count + 1

											end

										end

										local value = self.table.salary

										print("base salary", value)

										if self.table.salarymodifier then

											value = self.table.salarymodifier(ply, value, count)

											print("custom")

										else

											print(value, "*", count)

											value = value * count

										end

										print("modified salary", value)

										ply:addMoney(value)

										DarkRP.notify(ply, 4, 4, "You received a $" .. value .. " salary for defending the flag.")

									end

								end

							end)



					end

				end

			end

		else

			self:SetNWFloat("captime", 0)

		end



		prevtime = time

	else

		timer.Destroy("RPCP_salary_" .. self.table.name)

	end

end

end

function ENT:Draw()

if RPCP.flags[self:GetNWString("name")].requiredplayers <= #player.GetAll() then

	self:DrawModel()

end

end[/LUA]

cl_rpcp.lua

[LUA]

RPCP = {

teams = {},

flags = {},

}

function RPCP.addteam(name, table)

RPCP.teams[name] = table

end

function RPCP.addflag(name, table)

if table.map == game.GetMap() then

	table.name = name

	RPCP.flags[name] = table

end

end

include(“rpcp_config.lua”)

hook.Add(“DarkRPFinishedLoading”, “rpcp”, function()

include("rpcp_config.lua")

end)

local box = {}

box.width = 64

box.height = 64

box.padding = RPCP.padding or 16

timer.Create(“rpcp_refresh”, 1, 0, function()

local e = ents.FindByClass("rpcp_flag")

for _, ent in pairs(e) do

	local name = ent:GetNWString("name")

	if RPCP.flags[name] then

		RPCP.flags[name].flag = ent

	end

end

end)

local times = {}

local toggles = {}

local inrange = {}

local function drawhud()

local inteam = false

for team, tab in pairs(RPCP.teams) do

	if table.HasValue(tab.jobs, LocalPlayer():Team()) then

		inteam = true

	end

end

if inteam == false then

	return

end

local count = table.Count(RPCP.flags)

local screenmid = ScrW() / 2

local i = 0

for name, table in SortedPairs(RPCP.flags) do

	local textcolor = Color(255, 255, 255, 255)

	local defendcolor = Color(255, 255, 255, 255)

	local attackcolor = Color(0, 0, 0, 255)

	local flag = table.flag

	times[name] = times[name] or CurTime()

	toggles[name] = toggles[name] or false

	inrange[name] = inrange[name] or false

	inrange[name] = false

	if IsValid(flag) then

		if flag:GetPos():Distance(LocalPlayer():GetPos()) < table.passiverange then

			textcolor = table.highlight

			if flag:GetPos():Distance(LocalPlayer():GetPos()) < table.activerange then

				inrange[name] = true

			end

		end

		defendcolor = RPCP.teams[flag:GetNWString("defenders")] and RPCP.teams[flag:GetNWString("defenders")].color or defendcolor

		attackcolor = RPCP.teams[flag:GetNWString("attackers")] and RPCP.teams[flag:GetNWString("attackers")].color or attackcolor

	end



	local pos = i * (box.width + box.padding) + box.padding

	local size = count * (box.width + box.padding) + box.padding

	local x = screenmid - size / 2 + pos

	----WARNING: SPAGHETTI CODE

	draw.RoundedBox(16, x, ScrH() * 7 / 8, box.width, box.height, Color(0, 0, 0, 255))

	draw.RoundedBox(16, x + 1, ScrH() * 7 / 8 + 1, box.width - 2, box.height - 2, defendcolor)

	if IsValid(flag) then

		local percentcapped = flag:GetNWFloat("captime") / flag:GetNWFloat("capturetime")

		render.SetScissorRect(x + 1, (ScrH() * 7 / 8 + 1) + (box.height - 2) * (1 - percentcapped), (x + 1) + (box.width - 2), (ScrH() * 7 / 8 + 1) + (box.height - 2), true)

		--DarkRP Control Points was made by Ott (STEAM_0:0:36527860), who was hired by Sgt.Val (STEAM_0:0:14807885).

			draw.RoundedBox(16, x + 1, ScrH() * 7 / 8 + 1, box.width - 2, box.height - 2, attackcolor)

		render.SetScissorRect(0, 0, 0, 0, false)

	end

	local d = table.position:ToScreen()

	if d.visible then

		surface.SetDrawColor(255, 255, 255, 255)

		surface.DrawRect(d.x - 15, d.y, 30, 1)

		surface.DrawRect(d.x, d.y - 15, 1, 30)

		draw.SimpleText(name, "ScoreboardPlayerNameBig", d.x + 15, d.y - 30, Color(255, 255, 255, 255))

		draw.SimpleText(name, "ScoreboardPlayerNameBig", d.x + 16, d.y - 31, Color(255, 0, 0, 255))

	end



	draw.DrawText(name, "DermaLarge", x + box.width / 2, ScrH() * 7 / 8 - 32, (toggles[name] and inrange[name]) and Color(255, 255, 255, 255) or textcolor, TEXT_ALIGN_CENTER)



	if CurTime() - times[name] > 0.5 then

		toggles[name] = not toggles[name]

		times[name] = CurTime()

	end

	i = i + 1

end

end

hook.Add(“HUDPaint”, “RPCP_DrawHud”, drawhud)[/LUA]

So… basically… “here’s the code, fix it for me” ?
No can do pal.

Thanks for being completely useless and not contributing to the problem. Appreciated greatly appreciated.

I could be of an use if I wanted to… but you obviously don’t know the purpose of this forum.

[editline]23rd June 2015[/editline]

Ergo, if you are editting someone else’s work - don’t post a thread, the only thing you can do is either learn Lua or talk to the author.

Holy fucking shit :v:


TEAM_USARMY1,TEAM_USARMY2,TEAM_USARMY3,TEAM_USARMY4,TEAM_USARMY5,TEAM_USARMY6,TEAM_USARMY7,TEAM_USARMY8,TEAM_USARMY9,TEAM_USARMY10,TEAM_USARMY11,TEAM_USARMY12,TEAM_USARMY13,TEAM_USARMY14,TEAM_USARMY15,TEAM_USARMY16,TEAM_USARMY17,TEAM_USARMY18,TEAM_USARMY19,TEAM_USARMY20,TEAM_USARMY21,TEAM_USARMY22,TEAM_USARMY23,TEAM_USARMY24,TEAM_USARMY25,TEAM_USARMY26,TEAM_USARMY27,TEAM_USARMY28,TEAM_USARMY29,TEAM_USARMY30,TEAM_USARMY31,TEAM_USARMY32,TEAM_USARMY33,TEAM_USARMY34,TEAM_USARMY35,TEAM_USARMY36,TEAM_USARMY38,TEAM_USARMY39,TEAM_USARMY40,TEAM_USARMY41

nope nope nope nopenoooooooooooope

in what situation would this be a good idea

LOL… trying to steal other people’s work

Here’s an idea: Stop stealing private clientside files and learn to code Lua by yourself.

[editline]3rd July 2015[/editline]

Lol 21, you wish.