one entity only *Help*

Hello so iv gone and got some code from a thing i have downloaded but i whant to modify it so that i can only put “spawend_money” in it if you could help me out that would be great… here is the code

soz its so long
[lua]
AddCSLuaFile( “cl_init.lua” ) // Make sure clientside
AddCSLuaFile( “shared.lua” ) // and shared scripts are sent.
include(‘shared.lua’)

–setting up
function ENT:Initialize()
util.PrecacheSound(“common/wpn_hudoff.wav”)
util.PrecacheSound(“items/ammo_pickup.wav”)
util.PrecacheSound(“common/null.wav”)
self.Entity:SetModel( “models/props_c17/oildrum001.mdl”)
– self.Entity:SetModel( “models/props_junk/metalgascan.mdl”)
self.Entity:PhysicsInit( SOLID_VPHYSICS ) // Make us work with physics,
self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) // after all, gmod is a physics
self.Entity:SetSolid( SOLID_VPHYSICS ) // Toolbox
local phys = self.Entity:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
self.max = 15 --max number of items per pack, fiddle with this all you like

--don't touch any of this crap
self.contains = {}	
self.used = false
self.pickedup = false
self.player = nil
self.touched = false
self.Entity:SetNetworkedInt( "number", 0 )

end

–spawnit!
function ENT:SpawnFunction( ply, tr )

if ( !tr.Hit ) then return end

local SpawnPos = tr.HitPos + tr.HitNormal * 16

local ent = ents.Create( "sent_backpack" )
ent:SetPos( SpawnPos )
ent:Spawn()
ent:Activate()
return ent

end

–for getting things in and out of, currently you can do this while it’s on someones back. Pickpocketing anyone?
function ENT:Use(activator)
if (!self.used) then
local p = self.Entity:GetNetworkedInt( “number”)
if (p > 0) then
p = p - 1
self.Entity:SetNetworkedInt( “number”, p )
local ang = self.Entity:GetAngles()
local SpawnPos = self.Entity:GetPos() + self.Entity:GetForward() * -20
SpawnPos.z = SpawnPos.z + 70
local ent = ents.Create( self.contains[1].class )
ent:SetModel(self.contains[1].model)
ent:SetPos( SpawnPos )
ent:SetAngles(ang)
ent:Spawn()
ent:Activate()
self.contains[1].tab.Entity = ent
ent:SetTable(self.contains[1].tab)
table.remove(self.contains,1)
local phys = ent:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
self.used = true
timer.Simple(0.3,unuse,self)
end
end
end

–stops use firing a million times
function unuse(self)
self.used = false
end

–Put things into it with the physics gun, or pick it up by walking into it
function ENT:Touch(activator)
if (!self.touched) then
local p = self.Entity:GetNetworkedInt( “number”)
local r = activator:GetClass()
if (activator:IsPlayerHolding( )) and (p < self.max) then
local m = activator:GetModel()
if (util.IsValidModel(m)) then
local g = {}
g.model = m
g.tab = activator:GetTable()
g.class = r
table.insert(self.contains, g)
activator:Remove()
p = p + 1
self.Entity:SetNetworkedInt( “number”, p )
self.touched = true
timer.Simple(0.3,untouch,self)
else
–play error sound if the model doesn’t work, it happens sometimes but this way we don’t loose the prop or get an annoying error marker
self.Entity:EmitSound( “common/null.wav”, 500, 100 )
end
elseif (p == self.max) then
self.Entity:EmitSound( “common/null.wav”, 500, 100 )
end
if (activator:IsPlayer()) then
local a = ents.FindByClass(“sent_backpack”)
local found = false
local n = nil
for k,v in ipairs(a) do
if (v.player == activator) then
found = true
end
end
if (!found) then --don’t let the bastards have more than one pack
self.Entity:SetOwner(activator)
–self.Entity:GetPhysicsObject():EnableCollisions(false)
local a = activator:GetAngles()
local k = activator:GetAimVector()
local f = k:Angle()
f.p = a.p
f.r = a.r
local d = f:Forward()
local r = activator:GetPos()
r.z = r.z + 31
a.p = a.p + 8
r = r + d * -13
self.Entity:SetPos®
self.Entity:SetAngles(a)
self.Entity:SetGravity(0)
self.Entity:SetParent(activator)
self.player = activator
self.pickedup = true
self.Entity:EmitSound( “items/ammo_pickup.wav”, 500, 100 )
else
self.Entity:EmitSound( “common/null.wav”, 500, 100 )
end
self.touched = true
timer.Simple(0.3,untouch,self)
end
end
end

–stops the damn touch function firing a million times
function untouch(self)
self.touched = false
end

–if the fool’s dead or disconnected have him drop it. Or he can drop it on his own by crouching
–From what I can work out, disconnecting destroys the pack and anything inside it :confused:
function ENT:Think()
if (self.pickedup) then
if (self.player:KeyDown(IN_DUCK) ) or (!self.player:Alive()) then
self.Entity:SetOwner()
self.Entity:SetGravity(1)
self.Entity:SetParent()
– self.Entity:GetPhysicsObject():EnableCollisions(true)
local a = self.player:GetAngles()
local d = self.player:GetForward()
local r = self.player:GetPos()
r.z = r.z + 20
r = r + d * -50
self.Entity:SetPos®
self.Entity:SetAngles(a)
self.pickedup = false
self.player = nil
self.used = true
timer.Simple(0.3,unuse,self)
self.touched = true
timer.Simple(0.3,untouch,self)
self.Entity:GetPhysicsObject():Wake()
self.Entity:EmitSound( “common/wpn_hudoff.wav”, 500, 100 )
end
end
end
[/lua]

Edit: thx for that i forgot to put that

Edit: i think this is the part of code that needs changeing but meh what do i know … lol

[lua] --Put things into it with the physics gun, or pick it up by walking into it
function ENT:Touch(activator)
if (!self.touched) then
local p = self.Entity:GetNetworkedInt( “number”)
local r = activator:GetClass()
if (activator:IsPlayerHolding( )) and (p < self.max) then
local m = activator:GetModel()
if (util.IsValidModel(m)) then
local g = {}
g.model = m
g.tab = activator:GetTable()
g.class = r
table.insert(self.contains, g)
activator:Remove()
p = p + 1
self.Entity:SetNetworkedInt( “number”, p )
self.touched = true
timer.Simple(0.3,untouch,self)
else
[/lua]

Edit: ok so this is the line i think that i need to add there

[lua] if (m = “spawend_money”) then
g.model = m
else
return “”
end

[/lua]

Use lua tags so,
[lua]Code Here[ /lua] without the space.

[lua]
if r != “spawend_money” then return end
[/lua]

That dident help at all now i carnt evan get that in there …

Maby iv got rong thing but i used the spawend_money (from DarkRp) and also the model of the spawend money and it dident work so if someone could help that would be great

son, you have a spelling mistake. its spawned_money

Checks post date

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Hm…