<commit_before>AddCSLuaFile()
DEFINE_BASECLASS( "base_wire_entity" )
ENT.PrintName       = "Wire Ranger"
ENT.RenderGroup		= RENDERGROUP_BOTH
ENT.WireDebugName	= "Ranger"

function ENT:SetupDataTables()
	self:NetworkVar( "Float", 0, "BeamLength" )
	self:NetworkVar( "Bool",  0, "ShowBeam" )
	self:NetworkVar( "Float", 1, "SkewX" )
	self:NetworkVar( "Float", 2, "SkewY" )
	self:NetworkVar( "Vector", 0, "Target" )
end

if CLIENT then
	function ENT:Initialize()
		local owner = self:CPPIGetOwner() or self:GetOwner()
		if owner ~= LocalPlayer() then return end
		local friends = {}
		for k,v in ipairs(player.GetHumans()) do
			if v:GetFriendStatus() ~= "friend" then continue end
			table.insert(friends, v)
		end
		if not table.IsEmpty(friends) then
			net.Start("wire_ranger_friends")
			net.WriteEntity(self)
			net.WriteTable(friends)
			net.SendToServer()
		end
	end
return end -- No more client
util.AddNetworkString("wire_ranger_friends")

net.Receive("wire_ranger_friends", function(len, ply)
	local ent = net.ReadEntity()
	if not IsValid(ent) then return end
	if ent:GetClass() ~= "gmod_wire_ranger" then return end
	local owner = ent:CPPIGetOwner() or ent:GetOwner()
	if owner ~= ply then return end
	ent.friends = ent.friends or {}
	for k,v in ipairs(net.ReadTable()) do
		ent.friends[v] = true
	end
end)

function ENT:Initialize()
	self:PhysicsInit( SOLID_VPHYSICS )
	self:SetMoveType( MOVETYPE_VPHYSICS )
	self:SetSolid( SOLID_VPHYSICS )
	self:StartMotionController()

	self.Inputs = WireLib.CreateSpecialInputs(self, { "X", "Y", "SelectValue", "Length", "Target", "Ignore"}, {"NORMAL", "NORMAL", "NORMAL", "NORMAL", "VECTOR", "ARRAY"})
	self.Outputs = WireLib.CreateOutputs(self, { "Dist" })
	self.hires = false
end

function ENT:Setup( range, default_zero, show_beam, ignore_world, trace_water, out_dist, out_pos, out_vel, out_ang, out_col, out_val, out_sid, out_uid, out_eid, out_hnrm, hiRes )
	--for duplication
	self.default_zero = default_zero
	self.show_beam = show_beam
	self.ignore_world = ignore_world
	self.trace_water = trace_water
	self.out_dist = out_dist
	self.out_pos = out_pos
	self.out_vel = out_vel<commit_msg>Reverted some changes, added ignore input<commit_after>AddCSLuaFile()
DEFINE_BASECLASS( "base_wire_entity" )
ENT.PrintName       = "Wire Ranger"
ENT.RenderGroup		= RENDERGROUP_BOTH
ENT.WireDebugName	= "Ranger"

function ENT:SetupDataTables()
	self:NetworkVar( "Float", 0, "BeamLength" )
	self:NetworkVar( "Bool",  0, "ShowBeam" )
	self:NetworkVar( "Float", 1, "SkewX" )
	self:NetworkVar( "Float", 2, "SkewY" )
	self:NetworkVar( "Vector", 0, "Target" )
end

if CLIENT then return end -- No more client

function ENT:Initialize()
	self:PhysicsInit( SOLID_VPHYSICS )
	self:SetMoveType( MOVETYPE_VPHYSICS )
	self:SetSolid( SOLID_VPHYSICS )
	self:StartMotionController()

	self.Inputs = WireLib.CreateSpecialInputs(self, { "X", "Y", "SelectValue", "Length", "Target", "Ignore"}, {"NORMAL", "NORMAL", "NORMAL", "NORMAL", "VECTOR", "ARRAY"})
	self.Outputs = WireLib.CreateOutputs(self, { "Dist" })
	self.hires = false
end

function ENT:Setup( range, default_zero, show_beam, ignore_world, trace_water, out_dist, out_pos, out_vel, out_ang, out_col, out_val, out_sid, out_uid, out_eid, out_hnrm, hiRes )
	--for duplication
	self.default_zero = default_zero
	self.show_beam = show_beam
	self.ignore_world = ignore_world
	self.trace_water = trace_water
	self.out_dist = out_dist
	self.out_pos = out_pos
	self.out_vel = out_vel
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