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ENTITY:RenderOverride#528337

<function name="RenderOverride" parent="ENTITY" type="hook"> <ishook>yes</ishook> <description> Called instead of the engine drawing function of the entity. This hook works on any entity (scripted or not) it is applied on. This does not work on "physgun_beam", use <page>GM:DrawPhysgunBeam</page> instead. <note>As a downside of this implementation, only one RenderOverride may be applied at a time.</note> <bug issue="3292">Drawing a viewmodel in this function will cause <page>GM:PreDrawViewModel</page>, <page>WEAPON:PreDrawViewModel</page>, <page>WEAPON:ViewModelDrawn</page>, <page>GM:PostDrawViewModel</page>, and <page>WEAPON:PostDrawViewModel</page> to be called twice.</bug> <bug issue="3299">This is called before PrePlayerDraw for players. If this function exists at all on a player, their worldmodel will always be rendered regardless of PrePlayerDraw's return.</bug> </description> <realm>Client</realm> <predicted>No</predicted> ⤶ <args>⤶ <arg name="flags" type="number">(Next Update)The <page text="STUDIO_">Enums/STUDIO</page> flags for this render operation.</arg>⤶ </args>⤶ </function> <example> <description>Set the entity the player is looking at to not draw if the player is its owner.</description> <code> local function DontDrawMe( self ) if ( self:GetOwner() == LocalPlayer() ) then return end self:DrawModel() end local pickent = LocalPlayer():GetEyeTrace().Entity if ( IsValid( pickent ) ) then pickent.RenderOverride = DontDrawMe end </code> </example>