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609
gamemodes/terrortown/entities/weapons/weapon_zm_carry.lua
Normal file
609
gamemodes/terrortown/entities/weapons/weapon_zm_carry.lua
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@@ -0,0 +1,609 @@
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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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|
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
|
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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---- Carry weapon SWEP
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AddCSLuaFile()
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DEFINE_BASECLASS "weapon_tttbase"
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SWEP.HoldType = "pistol"
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if CLIENT then
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SWEP.PrintName = "magnet_name"
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SWEP.Slot = 4
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SWEP.DrawCrosshair = false
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SWEP.ViewModelFlip = false
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end
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SWEP.Base = "weapon_tttbase"
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SWEP.AutoSpawnable = false
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SWEP.ViewModel = Model("models/weapons/v_stunbaton.mdl")
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SWEP.WorldModel = Model("models/weapons/w_stunbaton.mdl")
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SWEP.Primary.ClipSize = -1
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SWEP.Primary.DefaultClip = -1
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Primary.Delay = 0.1
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SWEP.Secondary.ClipSize = -1
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SWEP.Secondary.DefaultClip = -1
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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SWEP.Secondary.Delay = 0.1
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SWEP.Kind = WEAPON_CARRY
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SWEP.InLoadoutFor = {ROLE_INNOCENT, ROLE_TRAITOR, ROLE_DETECTIVE}
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SWEP.AllowDelete = false
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SWEP.AllowDrop = false
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SWEP.NoSights = true
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SWEP.EntHolding = nil
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SWEP.CarryHack = nil
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SWEP.Constr = nil
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SWEP.PrevOwner = nil
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local allow_rag = CreateConVar("ttt_ragdoll_carrying", "1")
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local prop_force = CreateConVar("ttt_prop_carrying_force", "60000")
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local no_throw = CreateConVar("ttt_no_prop_throwing", "0")
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local pin_rag = CreateConVar("ttt_ragdoll_pinning", "1")
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local pin_rag_inno = CreateConVar("ttt_ragdoll_pinning_innocents", "0")
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-- Allowing weapon pickups can allow players to cause a crash in the physics
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-- system (ie. not fixable). Tuning the range seems to make this more
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-- difficult. Not sure why. It's that kind of crash.
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local allow_wep = CreateConVar("ttt_weapon_carrying", "0")
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local wep_range = CreateConVar("ttt_weapon_carrying_range", "50")
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-- not customizable via convars as some objects rely on not being carryable for
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-- gameplay purposes
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CARRY_WEIGHT_LIMIT = 45
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local PIN_RAG_RANGE = 90
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local player = player
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local IsValid = IsValid
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local CurTime = CurTime
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local function SetSubPhysMotionEnabled(ent, enable)
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if not IsValid(ent) then return end
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for i=0, ent:GetPhysicsObjectCount()-1 do
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local subphys = ent:GetPhysicsObjectNum(i)
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if IsValid(subphys) then
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subphys:EnableMotion(enable)
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if enable then
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subphys:Wake()
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end
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end
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end
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end
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local function KillVelocity(ent)
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ent:SetVelocity(vector_origin)
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-- The only truly effective way to prevent all kinds of velocity and
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-- inertia is motion disabling the entire ragdoll for a tick
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-- for non-ragdolls this will do the same for their single physobj
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SetSubPhysMotionEnabled(ent, false)
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timer.Simple(0, function() SetSubPhysMotionEnabled(ent, true) end)
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end
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function SWEP:Reset(keep_velocity)
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if IsValid(self.CarryHack) then
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self.CarryHack:Remove()
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end
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if IsValid(self.Constr) then
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self.Constr:Remove()
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end
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if IsValid(self.EntHolding) then
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-- it is possible for weapons to be already equipped at this point
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-- changing the owner in such a case would cause problems
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if not self.EntHolding:IsWeapon() then
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if not IsValid(self.PrevOwner) then
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self.EntHolding:SetOwner(nil)
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else
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self.EntHolding:SetOwner(self.PrevOwner)
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end
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end
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-- the below ought to be unified with self:Drop()
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local phys = self.EntHolding:GetPhysicsObject()
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if IsValid(phys) then
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phys:ClearGameFlag(FVPHYSICS_PLAYER_HELD)
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phys:AddGameFlag(FVPHYSICS_WAS_THROWN)
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phys:EnableCollisions(true)
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phys:EnableGravity(true)
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phys:EnableDrag(true)
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phys:EnableMotion(true)
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end
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if (not keep_velocity) and (no_throw:GetBool() or self.EntHolding:GetClass() == "prop_ragdoll") then
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KillVelocity(self.EntHolding)
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end
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end
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self.dt.carried_rag = nil
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self.EntHolding = nil
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self.CarryHack = nil
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self.Constr = nil
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end
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SWEP.reset = SWEP.Reset
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function SWEP:CheckValidity()
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if (not IsValid(self.EntHolding)) or (not IsValid(self.CarryHack)) or (not IsValid(self.Constr)) then
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-- if one of them is not valid but another is non-nil...
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if (self.EntHolding or self.CarryHack or self.Constr) then
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self:Reset()
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end
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return false
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else
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return true
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end
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end
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local function PlayerStandsOn(ent)
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for _, ply in player.Iterator() do
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if ply:GetGroundEntity() == ent and ply:IsTerror() then
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return true
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end
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end
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return false
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end
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if SERVER then
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local ent_diff = vector_origin
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local ent_diff_time = CurTime()
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local stand_time = 0
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function SWEP:Think()
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BaseClass.Think(self)
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if not self:CheckValidity() then return end
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-- If we are too far from our object, force a drop. To avoid doing this
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-- vector math extremely often (esp. when everyone is carrying something)
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-- even though the occurrence is very rare, limited to once per
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-- second. This should be plenty to catch the rare glitcher.
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if CurTime() > ent_diff_time then
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ent_diff = self:GetPos() - self.EntHolding:GetPos()
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if ent_diff:Dot(ent_diff) > 40000 then
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self:Reset()
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return
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end
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ent_diff_time = CurTime() + 1
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end
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if CurTime() > stand_time then
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if PlayerStandsOn(self.EntHolding) then
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self:Reset()
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return
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end
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stand_time = CurTime() + 0.1
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end
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self.CarryHack:SetPos(self:GetOwner():EyePos() + self:GetOwner():GetAimVector() * 70)
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self.CarryHack:SetAngles(self:GetOwner():GetAngles())
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self.EntHolding:PhysWake()
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end
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end
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function SWEP:PrimaryAttack()
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self:DoAttack(false)
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end
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function SWEP:SecondaryAttack()
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self:DoAttack(true)
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end
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function SWEP:MoveObject(phys, pdir, maxforce, is_ragdoll)
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if not IsValid(phys) then return end
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local speed = phys:GetVelocity():Length()
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-- remap speed from 0 -> 125 to force 1 -> 4000
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local force = maxforce + (1 - maxforce) * (speed / 125)
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if is_ragdoll then
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force = force * 2
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end
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pdir = pdir * force
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local mass = phys:GetMass()
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-- scale more for light objects
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if mass < 50 then
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pdir = pdir * (mass + 0.5) * (1 / 50)
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end
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phys:ApplyForceCenter(pdir)
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end
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function SWEP:GetRange(target)
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if IsValid(target) and target:IsWeapon() and allow_wep:GetBool() then
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return wep_range:GetFloat()
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elseif IsValid(target) and target:GetClass() == "prop_ragdoll" then
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return 75
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else
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return 100
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end
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end
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function SWEP:AllowPickup(target)
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local phys = target:GetPhysicsObject()
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local ply = self:GetOwner()
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return (IsValid(phys) and IsValid(ply) and
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(not phys:HasGameFlag(FVPHYSICS_NO_PLAYER_PICKUP)) and
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phys:GetMass() < CARRY_WEIGHT_LIMIT and
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(not PlayerStandsOn(target)) and
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(target.CanPickup != false) and
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(target:GetClass() != "prop_ragdoll" or allow_rag:GetBool()) and
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((not target:IsWeapon()) or allow_wep:GetBool()))
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end
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function SWEP:DoAttack(pickup)
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self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
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self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
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if IsValid(self.EntHolding) then
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self:SendWeaponAnim( ACT_VM_MISSCENTER )
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if (not pickup) and self.EntHolding:GetClass() == "prop_ragdoll" then
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-- see if we can pin this ragdoll to a wall in front of us
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if not self:PinRagdoll() then
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-- else just drop it as usual
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self:Drop()
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end
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else
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self:Drop()
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end
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self:SetNextSecondaryFire(CurTime() + 0.3)
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return
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end
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local ply = self:GetOwner()
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local trace = ply:GetEyeTrace(MASK_SHOT)
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if IsValid(trace.Entity) then
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local ent = trace.Entity
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local phys = trace.Entity:GetPhysicsObject()
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if not IsValid(phys) or not phys:IsMoveable() or phys:HasGameFlag(FVPHYSICS_PLAYER_HELD) then
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return
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end
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-- if we let the client mess with physics, desync ensues
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if CLIENT then return end
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if pickup then
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if (ply:EyePos() - trace.HitPos):Length() < self:GetRange(ent) then
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if self:AllowPickup(ent) then
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self:Pickup()
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self:SendWeaponAnim( ACT_VM_HITCENTER )
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-- make the refire slower to avoid immediately dropping
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local delay = (ent:GetClass() == "prop_ragdoll") and 0.8 or 0.5
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self:SetNextSecondaryFire(CurTime() + delay)
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return
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else
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local is_ragdoll = trace.Entity:GetClass() == "prop_ragdoll"
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-- pull heavy stuff
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local ent = trace.Entity
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local phys = ent:GetPhysicsObject()
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local pdir = trace.Normal * -1
|
||||
|
||||
if is_ragdoll then
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phys = ent:GetPhysicsObjectNum(trace.PhysicsBone)
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-- increase refire to make rags easier to drag
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--self:SetNextSecondaryFire(CurTime() + 0.04)
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end
|
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|
||||
if IsValid(phys) then
|
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self:MoveObject(phys, pdir, 6000, is_ragdoll)
|
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return
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if (ply:EyePos() - trace.HitPos):Length() < 100 then
|
||||
local phys = trace.Entity:GetPhysicsObject()
|
||||
if IsValid(phys) then
|
||||
if IsValid(phys) then
|
||||
local pdir = trace.Normal
|
||||
self:MoveObject(phys, pdir, 6000, (trace.Entity:GetClass() == "prop_ragdoll"))
|
||||
|
||||
self:SetNextPrimaryFire(CurTime() + 0.03)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
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-- Perform a pickup
|
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function SWEP:Pickup()
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||||
if CLIENT or IsValid(self.EntHolding) then return end
|
||||
|
||||
local ply = self:GetOwner()
|
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local trace = ply:GetEyeTrace(MASK_SHOT)
|
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local ent = trace.Entity
|
||||
self.EntHolding = ent
|
||||
local entphys = ent:GetPhysicsObject()
|
||||
|
||||
|
||||
if IsValid(ent) and IsValid(entphys) then
|
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|
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self.CarryHack = ents.Create("prop_physics")
|
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if IsValid(self.CarryHack) then
|
||||
self.CarryHack:SetPos(self.EntHolding:GetPos())
|
||||
|
||||
self.CarryHack:SetModel("models/weapons/w_bugbait.mdl")
|
||||
|
||||
self.CarryHack:SetColor(Color(50, 250, 50, 240))
|
||||
self.CarryHack:SetNoDraw(true)
|
||||
self.CarryHack:DrawShadow(false)
|
||||
|
||||
self.CarryHack:SetHealth(999)
|
||||
self.CarryHack:SetOwner(ply)
|
||||
self.CarryHack:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
|
||||
self.CarryHack:SetSolid(SOLID_NONE)
|
||||
|
||||
-- set the desired angles before adding the constraint
|
||||
self.CarryHack:SetAngles(self:GetOwner():GetAngles())
|
||||
|
||||
self.CarryHack:Spawn()
|
||||
|
||||
-- if we already are owner before pickup, we will not want to disown
|
||||
-- this entity when we drop it
|
||||
-- weapons should not have their owner changed in this way
|
||||
if not self.EntHolding:IsWeapon() then
|
||||
self.PrevOwner = self.EntHolding:GetOwner()
|
||||
|
||||
self.EntHolding:SetOwner(ply)
|
||||
end
|
||||
|
||||
local phys = self.CarryHack:GetPhysicsObject()
|
||||
if IsValid(phys) then
|
||||
phys:SetMass(200)
|
||||
phys:SetDamping(0, 1000)
|
||||
phys:EnableGravity(false)
|
||||
phys:EnableCollisions(false)
|
||||
phys:EnableMotion(false)
|
||||
phys:AddGameFlag(FVPHYSICS_PLAYER_HELD)
|
||||
end
|
||||
|
||||
entphys:AddGameFlag(FVPHYSICS_PLAYER_HELD)
|
||||
local bone = math.Clamp(trace.PhysicsBone, 0, 1)
|
||||
local max_force = prop_force:GetInt()
|
||||
|
||||
if ent:GetClass() == "prop_ragdoll" then
|
||||
self.dt.carried_rag = ent
|
||||
|
||||
bone = trace.PhysicsBone
|
||||
max_force = 0
|
||||
else
|
||||
self.dt.carried_rag = nil
|
||||
end
|
||||
|
||||
self.Constr = constraint.Weld(self.CarryHack, self.EntHolding, 0, bone, max_force, true)
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local down = Vector(0, 0, -1)
|
||||
function SWEP:AllowEntityDrop()
|
||||
local ply = self:GetOwner()
|
||||
local ent = self.CarryHack
|
||||
if (not IsValid(ply)) or (not IsValid(ent)) then return false end
|
||||
|
||||
local ground = ply:GetGroundEntity()
|
||||
if ground and (ground:IsWorld() or IsValid(ground)) then return true end
|
||||
|
||||
local diff = (ent:GetPos() - ply:GetShootPos()):GetNormalized()
|
||||
|
||||
return down:Dot(diff) <= 0.75
|
||||
end
|
||||
|
||||
function SWEP:Drop()
|
||||
if not self:CheckValidity() then return end
|
||||
if not self:AllowEntityDrop() then return end
|
||||
|
||||
if SERVER then
|
||||
self.Constr:Remove()
|
||||
self.CarryHack:Remove()
|
||||
|
||||
local ent = self.EntHolding
|
||||
|
||||
local phys = ent:GetPhysicsObject()
|
||||
if IsValid(phys) then
|
||||
phys:EnableCollisions(true)
|
||||
phys:EnableGravity(true)
|
||||
phys:EnableDrag(true)
|
||||
phys:EnableMotion(true)
|
||||
phys:Wake()
|
||||
phys:ApplyForceCenter(self:GetOwner():GetAimVector() * 500)
|
||||
|
||||
phys:ClearGameFlag(FVPHYSICS_PLAYER_HELD)
|
||||
phys:AddGameFlag(FVPHYSICS_WAS_THROWN)
|
||||
end
|
||||
|
||||
-- Try to limit ragdoll slinging
|
||||
if no_throw:GetBool() or ent:GetClass() == "prop_ragdoll" then
|
||||
KillVelocity(ent)
|
||||
end
|
||||
|
||||
ent:SetPhysicsAttacker(self:GetOwner())
|
||||
|
||||
end
|
||||
|
||||
self:Reset()
|
||||
end
|
||||
|
||||
local CONSTRAINT_TYPE = "Rope"
|
||||
|
||||
local function RagdollPinnedTakeDamage(rag, dmginfo)
|
||||
local att = dmginfo:GetAttacker()
|
||||
if not IsValid(att) then return end
|
||||
|
||||
-- drop from pinned position upon dmg
|
||||
constraint.RemoveConstraints(rag, CONSTRAINT_TYPE)
|
||||
rag:PhysWake()
|
||||
|
||||
rag:SetHealth(0)
|
||||
rag.is_pinned = false
|
||||
end
|
||||
|
||||
function SWEP:PinRagdoll()
|
||||
if not pin_rag:GetBool() then return end
|
||||
if (not self:GetOwner():IsTraitor()) and (not pin_rag_inno:GetBool()) then return end
|
||||
|
||||
local rag = self.EntHolding
|
||||
local ply = self:GetOwner()
|
||||
|
||||
local tr = util.TraceLine({start = ply:EyePos(),
|
||||
endpos = ply:EyePos() + (ply:GetAimVector() * PIN_RAG_RANGE),
|
||||
filter = {ply, self, rag, self.CarryHack},
|
||||
mask = MASK_SOLID})
|
||||
|
||||
if tr.HitWorld and (not tr.HitSky) then
|
||||
|
||||
-- find bone we're holding the ragdoll by
|
||||
local bone = self.Constr.Bone2
|
||||
|
||||
-- only allow one rope per bone
|
||||
for _, c in pairs(constraint.FindConstraints(rag, CONSTRAINT_TYPE)) do
|
||||
if c.Bone1 == bone then
|
||||
c.Constraint:Remove()
|
||||
end
|
||||
end
|
||||
|
||||
local bonephys = rag:GetPhysicsObjectNum(bone)
|
||||
if not IsValid(bonephys) then return end
|
||||
|
||||
local bonepos = bonephys:GetPos()
|
||||
local attachpos = tr.HitPos
|
||||
local length = (bonepos - attachpos):Length() * 0.9
|
||||
|
||||
-- we need to convert using this particular physobj to get the right
|
||||
-- coordinates
|
||||
bonepos = bonephys:WorldToLocal(bonepos)
|
||||
|
||||
constraint.Rope(rag, tr.Entity, bone, 0, bonepos, attachpos,
|
||||
length, length * 0.1, 6000,
|
||||
1, "cable/rope", false)
|
||||
|
||||
rag.is_pinned = true
|
||||
rag.OnPinnedDamage = RagdollPinnedTakeDamage
|
||||
|
||||
-- lets EntityTakeDamage run for the ragdoll
|
||||
rag:SetHealth(999999)
|
||||
|
||||
self:Reset(true)
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:SetupDataTables()
|
||||
-- we've got these dt slots anyway, might as well use them instead of a
|
||||
-- globalvar, probably cheaper
|
||||
self:DTVar("Bool", 0, "can_rag_pin")
|
||||
self:DTVar("Bool", 1, "can_rag_pin_inno")
|
||||
|
||||
-- client actually has no idea what we're holding, and almost never needs to
|
||||
-- know
|
||||
self:DTVar("Entity", 0, "carried_rag")
|
||||
return self.BaseClass.SetupDataTables(self)
|
||||
end
|
||||
|
||||
if SERVER then
|
||||
function SWEP:Initialize()
|
||||
self.dt.can_rag_pin = pin_rag:GetBool()
|
||||
self.dt.can_rag_pin_inno = pin_rag_inno:GetBool()
|
||||
self.dt.carried_rag = nil
|
||||
|
||||
return self.BaseClass.Initialize(self)
|
||||
end
|
||||
end
|
||||
|
||||
function SWEP:OnRemove()
|
||||
self:Reset()
|
||||
end
|
||||
|
||||
function SWEP:Deploy()
|
||||
self:Reset()
|
||||
return true
|
||||
end
|
||||
|
||||
function SWEP:Holster()
|
||||
self:Reset()
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
function SWEP:ShouldDropOnDie()
|
||||
return false
|
||||
end
|
||||
|
||||
function SWEP:OnDrop()
|
||||
self:Remove()
|
||||
end
|
||||
|
||||
if CLIENT then
|
||||
local draw = draw
|
||||
local util = util
|
||||
|
||||
local PT = LANG.GetParamTranslation
|
||||
local key_params = {primaryfire = Key("+attack", "LEFT MOUSE")}
|
||||
function SWEP:DrawHUD()
|
||||
self.BaseClass.DrawHUD(self)
|
||||
|
||||
if self.dt.can_rag_pin and IsValid(self.dt.carried_rag) then
|
||||
local client = LocalPlayer()
|
||||
|
||||
if not client:IsSpec() and (self.dt.can_rag_pin_inno or client:IsTraitor()) then
|
||||
local tr = util.TraceLine({start = client:EyePos(),
|
||||
endpos = client:EyePos() + (client:GetAimVector() * PIN_RAG_RANGE),
|
||||
filter = {client, self, self.dt.carried_rag},
|
||||
mask = MASK_SOLID})
|
||||
|
||||
if tr.HitWorld and (not tr.HitSky) then
|
||||
draw.SimpleText(PT("magnet_help", key_params), "TabLarge", ScrW() / 2, ScrH() / 2 - 50, COLOR_RED, TEXT_ALIGN_CENTER)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user