

AddCSLuaFile()



ENT.Base = "base_entity"

ENT.Type = "anim"



ENT.PrintName		= ""

ENT.Author			= ""

ENT.Contact			= ""

ENT.Purpose			= ""

ENT.Instructions	= ""

ENT.RenderGroup		= RENDERGROUP_OPAQUE



-- Defaulting this to OFF. This will automatically save bandwidth

-- on stuff that is already out there, but might break a few things

-- that are out there. I'm choosing to break those things because

-- there are a lot less of them that are actually using the animtime



ENT.AutomaticFrameAdvance = false



function ENT:SetAutomaticFrameAdvance( bUsingAnim )

	self.AutomaticFrameAdvance = bUsingAnim

end





function ENT:OnRemove()

end





function ENT:PhysicsCollide( data, physobj )

end





function ENT:PhysicsUpdate( physobj )

end



if ( CLIENT ) then 



	function ENT:Draw()



		self:DrawModel()



	end



	function ENT:DrawTranslucent()



		-- This is here just to make it backwards compatible.

		-- You shouldn't really be drawing your model here unless it's translucent



		self:Draw()

		

	end



end



if ( SERVER ) then 



	function ENT:OnTakeDamage( dmginfo )



	--[[

		Msg( tostring(dmginfo) .. "\n" )

		Msg( "Inflictor:\t" .. tostring(dmginfo:GetInflictor()) .. "\n" )

		Msg( "Attacker:\t" .. tostring(dmginfo:GetAttacker()) .. "\n" )

		Msg( "Damage:\t" .. tostring(dmginfo:GetDamage()) .. "\n" )

		Msg( "Base Damage:\t" .. tostring(dmginfo:GetBaseDamage()) .. "\n" )

		Msg( "Force:\t" .. tostring(dmginfo:GetDamageForce()) .. "\n" )

		Msg( "Position:\t" .. tostring(dmginfo:GetDamagePosition()) .. "\n" )

		Msg( "Reported Pos:\t" .. tostring(dmginfo:GetReportedPosition()) .. "\n" )	-- ??

	--]]



	end





	function ENT:Use( activator, caller, type, value )

	end





	function ENT:StartTouch( entity )

	end





	function ENT:EndTouch( entity )

	end





	function ENT:Touch( entity )

	end



	--[[---------------------------------------------------------

	   Name: Simulate

	   Desc: Controls/simulates the physics on the entity. 

		Officially the most complicated callback in the whole mod.

		 Returns 3 variables..

		 1. A SIM_ enum

		 2. A vector representing the linear acceleration/force

		 3. A vector represending the angular acceleration/force

		If you're doing nothing you can return SIM_NOTHING

		Note that you need to call ent:StartMotionController to tell the entity

			to start calling this function..

	-----------------------------------------------------------]]

	function ENT:PhysicsSimulate( phys, deltatime )

		return SIM_NOTHING

	end



end