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Idk why tf that mod is ♥♥♥♥♥♥♥ everything up but it is
The long admin revolver is likely the problem for you, but it might be something else - no worries!
The reason this happens is because a script in one of the addons you have installed breaks the SpawnEffect, all you have to do is hold C -> Drawing -> Uncheck the box "Draw Spawn Effect" Or you can fix the addon's script by fixing SpawnEffect :) Hope this helped!
EDIT: If you get any other errors, go to C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\gamemodes\sandbox\entities\effects then open "propspawn.lua" with notepad, in notepad, press ctrl+a, then paste this code instead, then close notepad and it will ask if you want to save, press yes and MAKE SURE TO REJOIN THE GAME IF YOU ARE ALREADY IN A SERVER!
local cl_drawspawneffect = CreateConVar( "cl_drawspawneffect", "1", { FCVAR_ARCHIVE } )
local matRefract = Material( "models/spawn_effect" )
function EFFECT:Init( data )
if ( !cl_drawspawneffect:GetBool() ) then return end
-- This is how long the spawn effect
-- takes from start to finish.
self.Time = 0.5
self.LifeTime = CurTime() + self.Time
local ent = data:GetEntity()
if ( !IsValid( ent ) ) then return end
if ( !ent:GetModel() ) then return end
self.ParentEntity = ent
self:SetModel( ent:GetModel() )
self:SetPos( ent:GetPos() )
self:SetAngles( ent:GetAngles() )
self:SetParent( ent )
self.OldRenderOverride = self.ParentEntity.RenderOverride
self.ParentEntity.RenderOverride = self.RenderParent
self.ParentEntity.SpawnEffect = self
end
function EFFECT:Think()
if ( !cl_drawspawneffect:GetBool() ) then return false end
if ( !IsValid( self.ParentEntity ) ) then return false end
local PPos = self.ParentEntity:GetPos()
self:SetPos( PPos + ( EyePos() - PPos ):GetNormal() )
if ( self.LifeTime > CurTime() ) then
return true
end
-- Remove the override only if our override was not overridden.
if ( self.ParentEntity.RenderOverride == self.RenderParent ) then
self.ParentEntity.RenderOverride = self.OldRenderOverride
end
self.ParentEntity.SpawnEffect = self
return false
end
function EFFECT:Render()
end
function EFFECT:RenderOverlay( entity )
local Fraction = ( self.LifeTime - CurTime() ) / self.Time
local ColFrac = ( Fraction - 0.5 ) * 2
Fraction = math.Clamp( Fraction, 0, 1 )
ColFrac = math.Clamp( ColFrac, 0, 1 )
-- Change our model's alpha so the texture will fade out
--entity:SetColor( 255, 255, 255, 1 + 254 * (ColFrac) )
-- Place the camera a tiny bit closer to the entity.
-- It will draw a big bigger and we will skip any z buffer problems
local EyeNormal = entity:GetPos() - EyePos()
local Distance = EyeNormal:Length()
EyeNormal:Normalize()
local Pos = EyePos() + EyeNormal * Distance * 0.01
-- Start the new 3d camera position
local bClipping = self:StartClip( entity, 1.2 )
cam.Start3D( Pos, EyeAngles() )
-- If our card is DX8 or above draw the refraction effect
if ( render.GetDXLevel() >= 80 ) then
-- Update the refraction texture with whatever is drawn right now
render.UpdateRefractTexture()
matRefract:SetFloat( "$refractamount", Fraction * 0.1 )
-- Draw model with refraction texture
render.MaterialOverride( matRefract )
entity:DrawModel()
render.MaterialOverride( 0 )
end
-- Set the camera back to how it was
cam.End3D()
render.PopCustomClipPlane()
render.EnableClipping( bClipping )
end
function EFFECT:RenderParent()
local bClipping = self.SpawnEffect:StartClip( self, 1 )
self:DrawModel()
render.PopCustomClipPlane()
render.EnableClipping( bClipping )
self.SpawnEffect:RenderOverlay( self )
end
function EFFECT:StartClip( model, spd )
local mn, mx = model:GetRenderBounds()
local Up = ( mx - mn ):GetNormal()
local Bottom = model:GetPos() + mn
local Top = model:GetPos() + mx
local Fraction = (self.LifeTime - CurTime()) / self.Time
Fraction = math.Clamp( Fraction / spd, 0, 1 )
local Lerped = LerpVector( Fraction, Bottom, Top )
local normal = Up
local distance = normal:Dot( Lerped )
local bEnabled = render.EnableClipping( true )
render.PushCustomClipPlane( normal, distance )
return bEnabled
end