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Update comment lol (#3167)
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@ -1,9 +1,12 @@
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-- Structure to register components for propcore's sentSpawn function and for thirdparty addons.
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-- Most of entity code is by Sevii77 from starfall (https://github.com/Sevii77 / https://github.com/thegrb93/StarfallEx/blob/master/lua/starfall/libs_sv/prop_sent.lua).
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-- Thanks for not making my life easier :)
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-- Thanks for making my life easier :)
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-- To register - just use register(string classname, table data) in this file, or WireLib.SentSpawn.Register(classname, data) global function.
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-- Data is a table with keys as parameter names (case sensitive) and table, where [1] is lua type, and [2] is default value (can be nil, or not declared, if you don't want no default values).
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-- Data is a table with keys as parameter names (case sensitive) and table, where:
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-- [1] is lua type,
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-- [2] is default value (can be nil, or not declared, if you don't want no default values)
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-- [3] is description (can be nil, or not declared, if you don't want descriptions).
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@ -20,7 +23,6 @@
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-- })
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--
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-- You can later on organize it however you want either in _preFactory or _postFactory.
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-- (Although it's possible to implement, I see no need in that, and that would introduce additional unneeded complexity and computation time)
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-- WARNING: e2's propcore's sentspawn DO NOT MAKE ANY PROP PROTECTION CHECKS! Check if the entity is not a player/belongs to player yourself!
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