--[[ | 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/ --]] TOOL.Category = "Constraints" TOOL.Name = "#tool.weld.name" TOOL.ClientConVar[ "forcelimit" ] = "0" TOOL.ClientConVar[ "nocollide" ] = "0" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1, op = 2 }, { name = "right", stage = 0 }, { name = "right_1", stage = 1, op = 1 }, { name = "right_2", stage = 2, op = 1 }, { name = "reload" } } function TOOL:LeftClick( trace ) if ( self:GetOperation() == 1 ) then return false end if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return false end -- If there's no physics object then we can't constraint it! if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end local iNum = self:NumObjects() local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( CLIENT ) then if ( iNum > 0 ) then self:ClearObjects() end return true end self:SetOperation( 2 ) if ( iNum == 0 ) then self:SetStage( 1 ) return true end if ( iNum == 1 ) then -- Get client's CVars local forcelimit = self:GetClientNumber( "forcelimit" ) local nocollide = self:GetClientNumber( "nocollide", 0 ) != 0 -- Get information we're about to use local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local constr = constraint.Weld( Ent1, Ent2, Bone1, Bone2, forcelimit, nocollide ) if ( IsValid( constr ) ) then undo.Create( "Weld" ) undo.AddEntity( constr ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constr ) end -- Clear the objects so we're ready to go again self:ClearObjects() end return true end function TOOL:RightClick( trace ) if ( self:GetOperation() == 2 ) then return false end -- Make sure the object we're about to use is valid local iNum = self:NumObjects() local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) -- You can click anywhere on the 3rd pass if ( iNum < 2 ) then -- If there's no physics object then we can't constraint it! if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end -- Don't weld players, or to players if ( trace.Entity:IsPlayer() ) then return false end -- Don't do anything with stuff without any physics.. if ( SERVER && !IsValid( Phys ) ) then return false end end if ( iNum == 0 ) then if ( !IsValid( trace.Entity ) ) then return false end if ( trace.Entity:GetClass() == "prop_vehicle_jeep" ) then return false end end self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) self:SetOperation( 1 ) -- -- Stage 0 - grab an object, make a ghost entity -- if ( iNum == 0 ) then self:StartGhostEntity( trace.Entity ) self:SetStage( 1 ) return true end -- -- Stage 1 - choose the spot and object to weld it to -- if ( iNum == 1 ) then if ( CLIENT ) then self:ReleaseGhostEntity() return true end -- Get information we're about to use local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 ) local Phys1 = self:GetPhys( 1 ) local WPos2 = self:GetPos( 2 ) -- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle() local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 ) Phys1:SetAngles( TargetAngle ) -- Move the object so that the hitpos on our object is at the second hitpos local TargetPos = WPos2 + ( Phys1:GetPos() - self:GetPos( 1 ) ) -- Set the position Phys1:SetPos( TargetPos ) Phys1:EnableMotion( false ) -- Wake up the physics object so that the entity updates Phys1:Wake() self.RotAxis = Norm2 self:ReleaseGhostEntity() self:SetStage( 2 ) return true end -- -- Stage 2 - Weld it in place. -- if ( iNum == 2 ) then if ( CLIENT ) then self:ClearObjects() return true end -- Get client's CVars local forcelimit = self:GetClientNumber( "forcelimit" ) local nocollide = self:GetClientNumber( "nocollide", 0 ) != 0 -- Get information we're about to use local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local Phys1 = self:GetPhys( 1 ) -- The entity became invalid half way through if ( !IsValid( Ent1 ) ) then self:ClearObjects() return false end local constr = constraint.Weld( Ent1, Ent2, Bone1, Bone2, forcelimit, nocollide ) if ( IsValid( constr ) ) then Phys1:EnableMotion( true ) undo.Create( "Weld" ) undo.AddEntity( constr ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constr ) end -- Clear the objects so we're ready to go again self:ClearObjects() return true end end function TOOL:Think() if ( self:NumObjects() < 1 ) then return end if ( self:GetOperation() == 1 ) then if ( SERVER && !IsValid( self:GetEnt( 1 ) ) ) then self:ClearObjects() return end if ( self:NumObjects() == 1 ) then self:UpdateGhostEntity() return end if ( SERVER && self:NumObjects() == 2 ) then local Phys1 = self:GetPhys( 1 ) local cmd = self:GetOwner():GetCurrentCommand() local degrees = cmd:GetMouseX() * 0.05 local angle = Phys1:RotateAroundAxis( self.RotAxis, degrees ) Phys1:SetAngles( angle ) -- Move so spots join up local TargetPos = self:GetPos( 2 ) + ( Phys1:GetPos() - self:GetPos( 1 ) ) Phys1:SetPos( TargetPos ) Phys1:Wake() end end end function TOOL:Reload( trace ) if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end if ( CLIENT ) then return true end self:ClearObjects() return constraint.RemoveConstraints( trace.Entity, "Weld" ) end function TOOL:FreezeMovement() return self:GetOperation() == 1 && self:GetStage() == 2 end function TOOL:Holster() self:ClearObjects() end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:AddControl( "Header", { Description = "#tool.weld.help" } ) CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "weld", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } ) CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "weld_forcelimit", Type = "Float", Min = 0, Max = 1000, Help = true } ) CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "weld_nocollide" } ) end