base.sh_base_place
Placeable base item This is intended to act as a generic base or template for placeable items (placing items down as an entity)
Functions
GetCanPhysgun()
View source »Gets if this item can be physgunned. If true, the owner of this entity (in prop protection) will be the player who placed it.
GetCanPickup()
View source »Gets if this item can be picked up again
GetCrashProtect()
View source »Gets if the item should have crash protection enabled
GetEntityClass(The)
View source »Gets the classname of the entity to spawn.
Parameters
-
The
string
classname of the entity to spawn.
GetForceEntityModel()
View source »Gets if the entity model should be set to the item
GetOverrideInvRemoval()
View source »Gets if the item should stay in the inventory when placed. You should not touch this unless you know what you're doing, as it can cause duplication exploits!
Placeable(classname, canPickup, canPhysgun)
View source »Mark this item placeable.
Parameters
-
classname
string
The classname of the entity to spawn.
-
canPickup
boolean or nil
If the item can be picked up after being placed.
-
canPhysgun
boolean or nil
If the item can be physgunned by the owning player after being placed.
PostPickup(client, item)
View source »This is designed to be overriden by anything inheriting this base item
Parameters
-
client
Player
The player placing the item
-
item
Item
The item being placed
PostPlace(client, entity, item)
View source »This is designed to be overriden by anything inheriting this base item
Parameters
-
client
Player
The player placing the item
-
entity
Entity
The spawned entity to represent the placed item
-
item
Item
The item being placed
SetCanPhysgun(canPhysgun)
View source »Sets if this item can be physgunned. If true, the owner of this entity (in prop protection) will be the player who placed it.
Parameters
-
canPhysgun
bool
If the item can be physgunned, will also set entity owner to player.
SetCanPickup(canPickup)
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Sets if this item can be picked up again.
Parameters
-
canPickup
bool
If the item can be picked up after being placed.
See Also
SetCrashProtect(crashProtect)
View source »Sets if the item should have automatic crash protection enabled (default false). Items with this enabled will also be removed if the owner disconnects to prevent duplication exploits.
Parameters
-
crashProtect
bool
SetEntityClass(classname)
This is an internal function! You are able to use it, but you risk unintended side effects if used incorrectly.
Sets the classname of the entity to spawn.
Parameters
-
classname
string
The classname of the entity to spawn.
See Also
SetForceEntityModel(If)
View source »Sets if the entity model should be set to the item
Parameters
-
If
bool
the entity model should be set to the item
SetOverrideInvRemoval(keepInInv)
View source »Sets if the item should stay in the inventory when placed. You should not touch this unless you know what you're doing, as it can cause duplication exploits!
Parameters
-
keepInInv
bool
TogglePlacementState(state, ent, item)
View source »Documentation for this section is incomplete and needs expanding.
Parameters
-
state
boolean
-
ent
Entity
-
item
Item
canPickup(client, oSid, entity, item)
View source »Called to validate if the player can pick up this item
Parameters
-
client
Player
-
oSid
string
-
entity
Entity
-
item
Item
Returns
-
boolean canPickup
-
string Reason
canPlace(client, pos, angles, item)
View source »Called before an item is placed to see if it can be done
Parameters
-
client
Player
The player placing this item (also owner of item)
-
pos
Vector
The position they wish to place it at
-
angles
Angle
The angles they wish to place it at
-
item
Item
The item they're attempting to place (actual item, not base)
Returns
-
boolean canPlace If the item can be placed
-
optional error Optional error message
onPickup(client, entity, item)
View source »Called to perform any logic when an item is succesfully being picked up
Parameters
-
client
Player
The player picking up the item
-
entity
Entity
The entity that represents the placed item
-
item
Item
The item being picked up
Returns
-
boolean or nil success
If the pickup is successful
onPlace(client, pos, angles, item)
View source »Called when an item is being placed
Parameters
-
client
Player
The player placing this item (also owner of item)
-
pos
Vector
The position they wish to place it at
-
angles
Angle
The angles they wish to place it at
-
item
Item
The item they're attempting to place (actual item, not base)
Returns
-
Entity or nil placedEnt The entity representing the item that has been placed, invalid will result in action being cancelled
Tables
base_place
View source »Documentation for this section is incomplete and needs expanding.
Fields
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed
-
self
fun(self:
): GetOverrideInvRemoval boolean Gets if the item should stay in inventory when placed