cl_init.lua <nowhere>?

Sorry I’m really new to this so I’m hoping I’m posting this in the right section. If not I would like to be pointed where I could go.
Anyway, I’m attempting to make a prophunt server for my friends and I and I’m running in to errors and out of ideas and tried all the googled solution. Using steamcmd I can create a basic sandbox server and it works fine. I test the steam workshop addon PropHunt (Hide’n’seek) - Original in single player and it seems to work fine. I used GmadExtrator to extract the steam workshop addon PropHunt (Hide’n’seek) - Original into the folders so I could add them into the gamemode folder in my garrys mod server. I left every other setting alone with the exception of changing the gamemode in the server.cfg. So I start up the server and everything looks fine (this is the code srcds.exe after the console reads PREP OK):


Executing dedicated server config file server.cfg
Map cycle file 'cfg/mapcycle.txt' was not found
Nav File is wrong or something <1>
Initializing Steam libraries for secure Internet server
Logging into anonymous gameserver account
Changing gamemode to Prop Hunt <prop_hunt>
Connection to steam servers successful.
     Public IP is *IP address here*
Assigned anonymous gameserver Steam ID [A-1:1653970984<4718>].
VAC secure mode active 

Everything seems okay from here. So I start up gmod and connect to the server. So I do but I noticed it looks nothing like prop hunt, and the F1-F3 keys don’t do anything. I open up the console and am graced with this:


Sandbox
Map: ph_warehouse
Players: 1 / 16
Build: 5692
Server Number: 1

Switching to gamemode prop_hunt
Prophunt

prop_hunt
ph_warehouse
16
76561198040419561
Attemped to precache unknown particle system "generic_smoke"!
ConVarRef gmod_physiterations doesn't point to an existing ConVar
Map file wasn't found, copying it from addon..
PREP OK
env_cubemap used on world geometry without rebuilding map. . ignoring: brick/brickwall045j
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor013b
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof006a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor013c
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow007a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor039a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor038c
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall032g
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor006b
env_cubemap used on world geometry without rebuilding map. . ignoring: props/plasticceiling003a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor038b
SOLID_VPHYSICS static prop with no vphysics model! (models/props_buildings/row_res_2.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_01a.mdl)
clientside lua startup!
Requesting texture value from var "$dummyvar" which is not a texture value (material: NULL material)
Couldn't include file 'prop_hunt\gamemode\cl_init.lua' (File not found) (<nowhere>)
Couldn't Load Init Script: 'prop_hunt/gamemode/cl_init.lua'
env_cubemap used on world geometry without rebuilding map. . ignoring: brick/brickwall045j
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor013b
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof006a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor013c
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalceiling005a
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/glasswindow007a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalroof005a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor039a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor038c
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalwall032g
env_cubemap used on world geometry without rebuilding map. . ignoring: wood/woodfloor006b
env_cubemap used on world geometry without rebuilding map. . ignoring: props/plasticceiling003a
env_cubemap used on world geometry without rebuilding map. . ignoring: concrete/concretefloor038b


I made the server twice and both times encountered the problem of the computer unable to find the cl_init.lua, but it’s exactly were it should be:

Any help is appreciated. again if I’m in the wrong place could you kindly direct me where to go? thank you, have a nice day.

Your cl_init is likely to have an error or something.

Well I figured that much out but I don’t know what exactly the problem is or how to fix it. I can post it if you want.

Please do.

Here is the cl_init.lua:


 include("sh_init.lua")
//include("cl_hints.lua")

// Decides where  the player view should be (forces third person for props)
function GM:CalcView(pl, origin, angles, fov)
	local view = {} 
	
	if blind then
		view.origin = Vector(20000, 0, 0)
		view.angles = Angle(0, 0, 0)
		view.fov = fov
		
		return view
	end
	
 	view.origin = origin 
 	view.angles	= angles 
 	view.fov = fov 
 	
 	// Give the active weapon a go at changing the viewmodel position 
	if pl:Team() == TEAM_PROPS && pl:Alive() then
		view.origin = origin + Vector(0, 0, hullz - 60) + (angles:Forward() * -80)
	else
	 	local wep = pl:GetActiveWeapon() 
	 	if wep && wep != NULL then 
	 		local func = wep.GetViewModelPosition 
	 		if func then 
	 			view.vm_origin, view.vm_angles = func(wep, origin*1, angles*1) // Note: *1 to copy the object so the child function can't edit it. 
	 		end
	 		 
	 		local func = wep.CalcView 
	 		if func then 
	 			view.origin, view.angles, view.fov = func(wep, pl, origin*1, angles*1, fov) // Note: *1 to copy the object so the child function can't edit it. 
	 		end 
	 	end
	end
 	
 	return view 
end


// Draw round timeleft and hunter release timeleft
function HUDPaint()
	if GetGlobalBool("InRound", false) then
		local blindlock_time_left = (GetConVar("HUNTER_BLINDLOCK_TIME"):GetInt() - (CurTime() - GetGlobalFloat("RoundStartTime", 0))) + 1
		
		if blindlock_time_left < 1 && blindlock_time_left > -6 then
			blindlock_time_left_msg = "Hunters have been released!"
		elseif blindlock_time_left > 0 then
			blindlock_time_left_msg = "Hunters will be unblinded and released in "..string.ToMinutesSeconds(blindlock_time_left)
		else
			blindlock_time_left_msg = nil
		end
		
		if blindlock_time_left_msg then
			surface.SetFont("MyFont")
			local tw, th = surface.GetTextSize(blindlock_time_left_msg)
			
			draw.RoundedBox(8, 20, 20, tw + 20, 26, Color(0, 0, 0, 75))
			draw.DrawText(blindlock_time_left_msg, "MyFont", 31, 26, Color(255, 255, 0, 255), TEXT_ALIGN_LEFT)
		end
	end
end
hook.Add("HUDPaint", "PH_HUDPaint", HUDPaint)


// Called immediately after starting the gamemode 
function Initialize()
	hullz = 80
	//surface.CreateFont("Arial", 14, 1200, true, false, "ph_arial")
	surface.CreateFont( "MyFont",
	{
		font	= "Arial",
		size	= 14,
		weight	= 1200,
		antialias = true,
		underline = false
	})
end
hook.Add("Initialize", "PH_Initialize", Initialize)


// Resets the player hull
function ResetHull(um)
	if LocalPlayer() && LocalPlayer():IsValid() then
		LocalPlayer():ResetHull()
		hullz = 80
	end
end
usermessage.Hook("ResetHull", ResetHull)


// Sets the local blind variable to be used in CalcView
function SetBlind(um)
	blind = um:ReadBool()
end
usermessage.Hook("SetBlind", SetBlind)


// Sets the player hull
function SetHull(um)
	hullxy = um:ReadLong()
	hullz = um:ReadLong()
	new_health = um:ReadLong()
	
	LocalPlayer():SetHull(Vector(hullxy * -1, hullxy * -1, 0), Vector(hullxy, hullxy, hullz))
	LocalPlayer():SetHullDuck(Vector(hullxy * -1, hullxy * -1, 0), Vector(hullxy, hullxy, hullz))
	LocalPlayer():SetHealth(new_health)
end
usermessage.Hook("SetHull", SetHull)

If you need anything else please let me know