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298
gamemodes/sandbox/entities/weapons/gmod_tool/stools/weld.lua
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298
gamemodes/sandbox/entities/weapons/gmod_tool/stools/weld.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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|
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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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TOOL.Category = "Constraints"
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TOOL.Name = "#tool.weld.name"
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TOOL.ClientConVar[ "forcelimit" ] = "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 = 2 },
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{ name = "right", stage = 0 },
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{ name = "right_1", stage = 1, op = 1 },
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{ name = "right_2", stage = 2, op = 1 },
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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() == 1 ) then return false end
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) 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 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 ( CLIENT ) then
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if ( iNum > 0 ) then self:ClearObjects() end
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return true
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end
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self:SetOperation( 2 )
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if ( iNum == 0 ) then
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self:SetStage( 1 )
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return true
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end
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if ( iNum == 1 ) then
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-- Get client's CVars
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local forcelimit = self:GetClientNumber( "forcelimit" )
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local nocollide = self:GetClientNumber( "nocollide", 0 ) != 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 constr = constraint.Weld( Ent1, Ent2, Bone1, Bone2, forcelimit, nocollide )
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if ( IsValid( constr ) ) then
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undo.Create( "Weld" )
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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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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() == 2 ) then return false end
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-- Make sure the object we're about to use is valid
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local iNum = self:NumObjects()
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local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
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-- You can click anywhere on the 3rd pass
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if ( iNum < 2 ) then
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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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-- Don't weld players, or to players
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if ( trace.Entity:IsPlayer() ) then return false end
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-- Don't do anything with stuff without any physics..
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if ( SERVER && !IsValid( Phys ) ) then return false end
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end
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if ( iNum == 0 ) then
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if ( !IsValid( trace.Entity ) ) then return false end
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if ( trace.Entity:GetClass() == "prop_vehicle_jeep" ) then return false end
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end
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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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--
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-- Stage 0 - grab an object, make a ghost entity
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--
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if ( iNum == 0 ) then
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self:StartGhostEntity( trace.Entity )
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self:SetStage( 1 )
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return true
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end
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--
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-- Stage 1 - choose the spot and object to weld it to
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--
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if ( iNum == 1 ) then
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if ( CLIENT ) then
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self:ReleaseGhostEntity()
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return true
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end
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-- Get information we're about to use
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local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 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 ) )
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-- Set the position
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Phys1:SetPos( TargetPos )
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Phys1:EnableMotion( false )
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-- Wake up the physics object so that the entity updates
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Phys1:Wake()
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self.RotAxis = Norm2
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self:ReleaseGhostEntity()
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self:SetStage( 2 )
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return true
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end
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--
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-- Stage 2 - Weld it in place.
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--
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if ( iNum == 2 ) 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 forcelimit = self:GetClientNumber( "forcelimit" )
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local nocollide = self:GetClientNumber( "nocollide", 0 ) != 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 Phys1 = self:GetPhys( 1 )
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-- The entity became invalid half way through
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if ( !IsValid( Ent1 ) ) then
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self:ClearObjects()
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return false
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end
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local constr = constraint.Weld( Ent1, Ent2, Bone1, Bone2, forcelimit, nocollide )
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if ( IsValid( constr ) ) then
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Phys1:EnableMotion( true )
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undo.Create( "Weld" )
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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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return true
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end
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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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if ( self:GetOperation() == 1 ) then
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if ( SERVER && !IsValid( self:GetEnt( 1 ) ) ) then
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self:ClearObjects()
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return
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end
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if ( self:NumObjects() == 1 ) then
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self:UpdateGhostEntity()
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return
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end
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if ( SERVER && self:NumObjects() == 2 ) then
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local Phys1 = self:GetPhys( 1 )
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local cmd = self:GetOwner():GetCurrentCommand()
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local degrees = cmd:GetMouseX() * 0.05
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local angle = Phys1:RotateAroundAxis( self.RotAxis, degrees )
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Phys1:SetAngles( angle )
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-- Move so spots join up
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local TargetPos = self:GetPos( 2 ) + ( Phys1:GetPos() - self:GetPos( 1 ) )
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Phys1:SetPos( TargetPos )
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Phys1:Wake()
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end
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end
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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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self:ClearObjects()
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return constraint.RemoveConstraints( trace.Entity, "Weld" )
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end
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function TOOL:FreezeMovement()
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return self:GetOperation() == 1 && self:GetStage() == 2
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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.weld.help" } )
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CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "weld", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
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CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "weld_forcelimit", Type = "Float", Min = 0, Max = 1000, Help = true } )
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CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "weld_nocollide" } )
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end
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