mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-17 05:43:46 +03:00
231 lines
6.7 KiB
Lua
231 lines
6.7 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.axis.name"
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TOOL.ClientConVar[ "forcelimit" ] = 0
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TOOL.ClientConVar[ "torquelimit" ] = 0
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TOOL.ClientConVar[ "hingefriction" ] = 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, op = 1 },
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{ name = "right", stage = 0 },
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{ name = "right_1", stage = 1, op = 2 },
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{ name = "reload" }
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}
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function TOOL:LeftClick( trace )
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if ( self:GetOperation() == 2 ) then return false end
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return end
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-- todo: Don't attempt to constrain the first object if it's already constrained to a static object
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local iNum = self:NumObjects()
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-- Don't allow us to choose the world as the first object
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if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end
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-- Don't do jeeps (crash protection until we get it fixed)
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if ( iNum == 0 && trace.Entity:GetClass() == "prop_vehicle_jeep" ) then return false 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 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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self:SetOperation( 1 )
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if ( iNum > 0 ) then
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-- Clientside can bail out now
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if ( CLIENT ) then
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self:ClearObjects()
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self:ReleaseGhostEntity()
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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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local torquelimit = self:GetClientNumber( "torquelimit", 0 )
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local friction = self:GetClientNumber( "hingefriction", 0 )
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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 Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 )
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local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
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local Phys1 = self:GetPhys( 1 )
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local WPos2 = self:GetPos( 2 )
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-- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities
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local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle()
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local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 )
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Phys1:SetAngles( TargetAngle )
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-- Move the object so that the hitpos on our object is at the second hitpos
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local TargetPos = WPos2 + ( Phys1:GetPos() - self:GetPos( 1 ) ) + ( Norm2 * 0.2 )
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-- Set the position
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Phys1:SetPos( TargetPos )
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-- Wake up the physics object so that the entity updates
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Phys1:Wake()
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-- Set the hinge Axis perpendicular to the trace hit surface
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LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 )
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-- Create a constraint axis
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local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide )
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if ( IsValid( constr ) ) then
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undo.Create( "Axis" )
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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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self:ReleaseGhostEntity()
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else
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self:StartGhostEntity( trace.Entity )
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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:RightClick( trace )
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if ( self:GetOperation() == 1 ) then return false end
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return false end
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local iNum = self:NumObjects()
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-- Don't allow us to choose the world as the first object
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if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end
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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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self:SetOperation( 2 )
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if ( iNum > 0 ) then
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-- Clientside can bail out now
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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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local torquelimit = self:GetClientNumber( "torquelimit", 0 )
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local friction = self:GetClientNumber( "hingefriction", 0 )
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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 Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 )
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local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
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local Phys1 = self:GetPhys( 1 )
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local WPos2 = self:GetPos( 2 )
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-- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities
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--local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle()
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--local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 )
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--Phys1:SetAngles( TargetAngle )
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Phys1:Wake()
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-- Set the hinge Axis perpendicular to the trace hit surface
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LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 )
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local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide )
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if ( IsValid( constr ) ) then
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undo.Create( "Axis" )
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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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self:ReleaseGhostEntity()
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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, "Axis" )
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end
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function TOOL:Think()
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if ( self:NumObjects() != 1 ) then return end
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self:UpdateGhostEntity()
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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.axis.help" } )
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CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "axis", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
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CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "axis_forcelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
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CPanel:AddControl( "Slider", { Label = "#tool.torquelimit", Command = "axis_torquelimit", Type = "Float", Min = 0, Max = 50000, Help = true } )
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CPanel:AddControl( "Slider", { Label = "#tool.hingefriction", Command = "axis_hingefriction", Type = "Float", Min = 0, Max = 200, Help = true } )
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CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "axis_nocollide", Help = true } )
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end
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