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62
lua/autorun/properties/drive.lua
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62
lua/autorun/properties/drive.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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AddCSLuaFile()
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properties.Add( "drive", {
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MenuLabel = "#drive",
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Order = 1100,
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MenuIcon = "icon16/joystick.png",
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Filter = function( self, ent, ply )
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if ( !IsValid( ent ) || !IsValid( ply ) ) then return false end
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if ( ent:IsPlayer() || IsValid( ply:GetVehicle() ) ) then return false end
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if ( !gamemode.Call( "CanProperty", ply, "drive", ent ) ) then return false end
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if ( !gamemode.Call( "CanDrive", ply, ent ) ) then return false end
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-- We cannot drive these, maybe this should have a custom GetEntityDriveMode?
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if ( ent:GetClass() == "prop_vehicle_jeep" || ent:GetClass() == "prop_vehicle_jeep_old" ) then return false end
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-- Make sure nobody else is driving this or we can get into really invalid states
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for id, pl in ipairs( player.GetAll() ) do
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if ( pl:GetDrivingEntity() == ent ) then return false end
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end
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return true
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end,
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Action = function( self, ent )
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self:MsgStart()
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net.WriteEntity( ent )
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self:MsgEnd()
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end,
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Receive = function( self, length, ply )
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local ent = net.ReadEntity()
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if ( !properties.CanBeTargeted( ent, ply ) ) then return end
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if ( !self:Filter( ent, ply ) ) then return end
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local drivemode = "drive_sandbox"
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if ( ent.GetEntityDriveMode ) then
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drivemode = ent:GetEntityDriveMode( ply )
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end
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drive.PlayerStartDriving( ply, ent, drivemode )
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end
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} )
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