mirror of
https://github.com/lifestorm/wnsrc.git
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108 lines
3.1 KiB
Lua
108 lines
3.1 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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TOOL.Category = "Constraints"
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TOOL.Name = "#tool.ballsocket.name"
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TOOL.ClientConVar[ "forcelimit" ] = "0"
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--TOOL.ClientConVar[ "torquelimit" ] = "0"
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TOOL.ClientConVar[ "nocollide" ] = "0"
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TOOL.Information = {
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{ name = "left", stage = 0 },
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{ name = "left_1", stage = 1 },
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{ name = "reload" }
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}
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function TOOL:LeftClick( trace )
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return end
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-- If there's no physics object then we can't constraint it!
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if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
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local iNum = self:NumObjects()
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local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
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self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
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if ( iNum > 0 ) then
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if ( CLIENT ) then
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self:ClearObjects()
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return true
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end
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-- Get client's CVars
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local nocollide = self:GetClientNumber( "nocollide", 0 )
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local forcelimit = self:GetClientNumber( "forcelimit", 0 )
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-- Force this to 0 for now, it does not do anything, and if we fix it in the future, this way existing contraptions won't break
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local torquelimit = 0 --self:GetClientNumber( "torquelimit", 0 )
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-- Get information we're about to use
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local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 )
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local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 )
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local LPos = self:GetLocalPos( 2 )
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local constr = constraint.Ballsocket( Ent1, Ent2, Bone1, Bone2, LPos, forcelimit, torquelimit, nocollide )
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if ( IsValid( constr ) ) then
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undo.Create( "BallSocket" )
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undo.AddEntity( constr )
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undo.SetPlayer( self:GetOwner() )
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undo.Finish()
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self:GetOwner():AddCleanup( "constraints", constr )
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end
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-- Clear the objects so we're ready to go again
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self:ClearObjects()
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else
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self:SetStage( iNum + 1 )
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end
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return true
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end
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function TOOL:Reload( trace )
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if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end
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if ( CLIENT ) then return true end
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return constraint.RemoveConstraints( trace.Entity, "Ballsocket" )
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end
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function TOOL:Holster()
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self:ClearObjects()
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end
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local ConVarsDefault = TOOL:BuildConVarList()
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function TOOL.BuildCPanel( CPanel )
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CPanel:AddControl( "Header", { Description = "#tool.ballsocket.help" } )
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CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "ballsocket", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
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CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "ballsocket_forcelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
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--CPanel:AddControl( "Slider", { Label = "#tool.torquelimit", Command = "ballsocket_torquelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
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CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "ballsocket_nocollide", Help = true } )
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end
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