--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] AddCSLuaFile(); TOOL.Category = "Construction" TOOL.Name = "Ladders" TOOL.ClientConVar["laddername"] = ""; TOOL.ClientConVar["model"] = "models/props_c17/metalladder001.mdl"; TOOL.Information = { {name = "left", stage = 0}, {name = "right", stage = 0}, {name = "left_next", stage = 1, icon = "gui/lmb.png"} }; /* ladderOptions is a list of approved models that can be used in the tool. Prevents people from using console to set the model to something that won't work. Parameters: - origin: Where is the origin of the ladder in relation to the bottom? If the ladder's :GetPos() is in the center, find the unit distance between the bottom and center. See the third ladder in the table. - height: How many units tall is this ladder? - ladderOffset: How many units away from the wall should the ladder entity be placed? - propOffset: How many units away from the wall should the ladder props be placed? */ local ladderOptions = { ["models/props_c17/metalladder001.mdl"] = { origin = vector_origin, height = 127.5, ladderOffset = 25, propOffset = 2.5 }, ["models/props_c17/metalladder002.mdl"] = { origin = vector_origin, height = 127.5, ladderOffset = 30 }, ["models/props/cs_militia/ladderrung.mdl"] = { origin = Vector(0, 0, 63.75), height = 127.5, ladderOffset = 25 }, ["models/props/cs_militia/ladderwood.mdl"] = { origin = Vector(0, 0, 74), height = 147, ladderOffset = 20, propOffset = 1 }, }; cleanup.Register("ladders"); cleanup.Register("ladder_dismounts"); if (SERVER) then if (!ConVarExists("sbox_maxladders")) then CreateConVar("sbox_maxladders", 5, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Maximum number of ladders which can be created by users."); end; if (!ConVarExists("sbox_maxladder_dismounts")) then CreateConVar("sbox_maxladder_dismounts", 10, {FCVAR_ARCHIVE, FCVAR_REPLICATED}, "Maximum number of dismount points which can be created by users. Recommended to be double the number of ladders (two for each ladder)."); end; end; /* Helper function to get segments on a line. */ local function GetSegments(p1, p2, segLength, bInclusive) local points = {}; local distance = p1:Distance(p2); local norm = (p2 - p1):GetNormalized(); local total = math.floor(distance / segLength); local nextPos = p1; if (bInclusive) then table.insert(points, p1); end; for i = 1, total do nextPos = nextPos + norm * segLength; table.insert(points, nextPos); end; if (bInclusive) then table.insert(points, p2); end; return points; end; /* Ladder Creation */ do local dismountHull = { mins = Vector(-16, -16, 0), maxs = Vector(16, 16, 4) }; function TOOL:LeftClick(trace) if (IsValid(trace.Entity) and trace.Entity:IsPlayer()) then return false; end; if (CLIENT) then return true; end; if (!self:GetOwner():CheckLimit("ladders")) then return false; end; -- If we haven't selected a first point... if (self:GetStage() == 0) then -- Retrieve the physics object of any hit entity. Made useless by previous code, but /something/ needs to go into SetObject... -- As well, retrieve a modified version of the surface normal. This normal is always horizontal and only rotates around the Y axis. Yay straight ladders. local physObj = trace.Entity:GetPhysicsObjectNum(trace.PhysicsBone); local normal = Angle(0, trace.HitNormal:Angle().y, 0):Forward(); -- Clear out any junk that could possibly be left over, and store our data. self:ClearObjects(); self:SetObject(1, trace.Entity, trace.HitPos, physObj, trace.PhysicsBone, normal); -- Move to the next stage. self:SetStage(1); else -- Same as before, and check how far away the ladder entity needs to be created, based on which model we're using. local physObj = trace.Entity:GetPhysicsObjectNum(trace.PhysicsBone); local normal = Angle(0, trace.HitNormal:Angle().y, 0):Forward(); local model = self:GetClientInfo("model"); -- If the user is being maLICIOUS and trying to use a model not on the list, default to the standard ladder. if (!ladderOptions[model]) then model = "models/props_c17/metalladder001.mdl"; end; local options = ladderOptions[model]; local offset = options.ladderOffset; -- Store the data of our second click. self:SetObject(2, trace.Entity, trace.HitPos, physObj, trace.PhysicsBone, normal); -- Define the top and bottom points of our func_useableladder. local top = self:GetPos(1) + self:GetNormal(1) * offset; local bottom = Vector(self:GetPos(1).x, self:GetPos(1).y, self:GetPos(2).z + 5) + self:GetNormal(1) * offset; -- Create a table to hold all of the created prop_physics. This is used later for undo.AddEntity, and for dismount parenting. -- Then, retrieve all of the segment points in a straight line from top to bottom of the ladder. local ladderProps = {}; local fixOffset = options.height - options.origin.z; local topPos = self:GetPos(1) - Vector(0, 0, fixOffset); local bottomPos = Vector(self:GetPos(1).x, self:GetPos(1).y, self:GetPos(2).z) + options.origin + Vector(0, 0, 1); local points = GetSegments(topPos, bottomPos, options.height, true); -- If our bottom point manages to be higher than our top, remove it. if (topPos.z < bottomPos.z) then table.remove(points); end; -- Start our undo stack. undo.Create("Ladder"); -- If a point is too close for whatever reason, remove it. for i = 1, #points do if (points[i - 1]) then if (points[i - 1]:Distance(points[i]) < 30) then table.remove(points, i); end; end; end; -- For every point in our table of segments, create a prop_physics, destroy its physics object, and add it to the undo stack. for k, pos in pairs(points) do local ladder = ents.Create("prop_physics"); ladder:SetPos(pos + self:GetNormal(1) * (options.propOffset or 0)); ladder:SetAngles(self:GetNormal(1):Angle()); ladder:SetModel(model); ladder:Spawn(); ladder:GetPhysicsObject():EnableMotion(false); ladder:PhysicsDestroy(); table.insert(ladderProps, ladder); undo.AddEntity(ladder); end; -- Create the actual ladder entity. local ladderEnt = ents.Create("func_useableladder"); ladderEnt:SetPos(LerpVector(0.5, top, bottom)); ladderEnt:SetKeyValue("point0", tostring(bottom)); ladderEnt:SetKeyValue("point1", tostring(top)); local targetName = self:GetClientInfo("laddername"); if (!targetName or targetName == "") then targetName = ladderEnt:EntIndex(); end; ladderEnt:SetKeyValue("targetname", "zladder_" .. targetName); ladderEnt:SetParent(ladderProps[1]); ladderEnt:Spawn(); ladderEnt:CallOnRemove("cleanup", function(ladder) if (!ladder.props) then return; end; for k, v in pairs(ladder.props) do SafeRemoveEntity(v); end; end); -- Store all the props on the ladder entity. ladderEnt.propTable = {}; ladderEnt.props = {}; ladderEnt.model = model; -- Store our normal on the ladder. ladderEnt.normal = self:GetNormal(1); -- Let our hook inside lua/autorun know that the props here have a ladder attached, so disallow +USE on them. for k, v in pairs(ladderProps) do v.ladder = ladderEnt; v:DrawShadow(false); v:SetCollisionGroup(COLLISION_GROUP_WORLD); table.insert(ladderEnt.propTable, { origin = v:GetPos(), angles = v:GetAngles() }); table.insert(ladderEnt.props, v); v:SetNWEntity("ladder", ladderEnt); end; local topTrace = util.TraceHull({ start = self:GetPos(1) - self:GetNormal(1) * 17 + Vector(0, 0, 5), endpos = self:GetPos(1) - self:GetNormal(1) * 17 - Vector(0, 0, 15), mins = dismountHull.mins, maxs = dismountHull.maxs, filter = function(ent) if (ent:IsPlayer() or ent:IsNPC()) then return false; else return true; end; end; }); if (topTrace.Hit and !topTrace.AllSolid and !topTrace.StartSolid) then local topDismount = ents.Create("info_ladder_dismount"); topDismount:SetPos(topTrace.HitPos); topDismount:Spawn(); topDismount:SetParent(ladderEnt); topDismount:SetName("zdismount_" .. topDismount:EntIndex()); end; local bottomTrace = util.TraceHull({ start = bottom + self:GetNormal(1) * 34 + Vector(0, 0, 5), endpos = bottom + self:GetNormal(1) * 34 - Vector(0, 0, 15), mins = dismountHull.mins, maxs = dismountHull.maxs, filter = function(ent) if (ent:IsPlayer() or ent:IsNPC()) then return false; else return true; end; end; }); if (bottomTrace.Hit and !bottomTrace.AllSolid and !bottomTrace.StartSolid) then local bottomDismount = ents.Create("info_ladder_dismount"); bottomDismount:SetPos(bottomTrace.HitPos); bottomDismount:Spawn(); bottomDismount:SetParent(ladderEnt); bottomDismount:SetName("zdismount_" .. bottomDismount:EntIndex()); end; -- Push the ladder entity onto our undo stack. undo.AddEntity(ladderEnt); -- Set the undo owner, the text, and close the stack. undo.SetPlayer(self:GetOwner()); undo.SetCustomUndoText("Undone Ladder"); undo.Finish(); -- Calling CFuncLadder::Activate will force the ladder to search for dismount points near the top and bottom. ladderEnt:Activate(); -- We've finished making our ladder, so go back to stage 0, clear any objects, and add 1 to our cleanup count. self:SetStage(0); self:ClearObjects(); self:GetOwner():AddCount("ladders", ladderEnt); self:GetOwner():AddCleanup("ladders", ladderEnt); end; return true; end; /* Dismount Placing */ function TOOL:RightClick(trace) if (IsValid(trace.Entity) and trace.Entity:IsPlayer()) then return false; end; if (self:GetStage() > 0) then return false; end; if (CLIENT) then return true; end; if (!self:GetOwner():CheckLimit("ladder_dismounts")) then return false; end; -- Perform a hull trace the size of a dismount spot to determine a safe place to put it. If the dismount is intersecting with ANY geometry- -- the engine will consider it blocked, and the player cannot use it. local hullTrace = util.TraceHull({ start = trace.HitPos + trace.HitNormal * 16, endpos = trace.HitPos - trace.HitNormal * 10, mins = dismountHull.mins, maxs = dismountHull.maxs }); if (!hullTrace.Hit) then return false; end; -- targetName will be the name of the ladder this dismount is going to attach to. local targetName = self:GetClientInfo("laddername"); local dismount = ents.Create("info_ladder_dismount"); dismount:SetPos(hullTrace.HitPos); dismount:SetKeyValue("targetname", "zdismount_" .. dismount:EntIndex()); -- If targetName was specified, set the key value. m_target tells the engine that this dismount spot only works for ladders whose names equal this. if (targetName and targetName != "") then dismount:SetKeyValue("target", "zladder_" .. targetName); end; dismount:Spawn(); -- Loop through all entities on the map. If it's a ladder, and it has our custom prefix, then check if its entity name is equal to our current name. -- If so, parent it, so that when the ladder is removed, it cleans up the dismount. for k, v in pairs(ents.GetAll()) do if (v:GetClass() == "func_useableladder" and v:GetName():find("zladder_")) then if (targetName and targetName != "") then if (v:GetName() == "zladder_" .. targetName) then dismount:SetParent(v); end; end; -- CFuncLadder::Activate, so dismount points for ladders are updated. v:Activate(); end; end; -- Create our undo stack, push the dismount point, assign ownership, then finish. undo.Create("Ladder Dismount"); undo.AddEntity(dismount); undo.SetPlayer(self:GetOwner()); undo.SetCustomUndoText("Undone Ladder Dismount"); undo.Finish(); -- Add the dismount point to our cleanup count. self:GetOwner():AddCount("ladder_dismounts", dismount); self:GetOwner():AddCleanup("ladder_dismounts", dismount); return true; end; end; function TOOL:Think() end /* Holster Clear stored objects and reset state */ function TOOL:Holster() self:ClearObjects(); self:SetStage(0); end; /* Control Panel */ function TOOL.BuildCPanel(CPanel) local modelTable = {}; for k, v in pairs(ladderOptions) do modelTable[k] = {}; end; CPanel:AddControl("Header", { Description = "#tool.ladder.desc" }); CPanel:AddControl("TextBox", { Label = "Ladder Name", Command = "ladder_laddername" }); CPanel:AddControl("PropSelect", { Label = "Select a model to use", ConVar = "ladder_model", Height = 1, Width = 3, Models = modelTable }); end; /* Language strings */ if (CLIENT) then language.Add("tool.ladder.name", "Ladders"); language.Add("tool.ladder.left", "Select the top point for your ladder."); language.Add("tool.ladder.right", "Place a dismount point."); language.Add("tool.ladder.left_next", "Now left click anywhere lower than your first point to determine the height."); language.Add("tool.ladder.desc", "Create ladders, duh."); language.Add("Cleaned_ladders", "Cleaned up all Ladders"); language.Add("Cleanup_ladders", "Ladders"); language.Add("Cleaned_ladder_dismounts", "Cleaned up all Ladder Dismounts"); language.Add("Cleanup_ladder_dismounts", "Ladder Dismounts"); end;