--[[ | 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.axis.name" TOOL.ClientConVar[ "forcelimit" ] = 0 TOOL.ClientConVar[ "torquelimit" ] = 0 TOOL.ClientConVar[ "hingefriction" ] = 0 TOOL.ClientConVar[ "nocollide" ] = 0 TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1, op = 1 }, { name = "right", stage = 0 }, { name = "right_1", stage = 1, op = 2 }, { name = "reload" } } function TOOL:LeftClick( trace ) if ( self:GetOperation() == 2 ) then return false end if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return end -- todo: Don't attempt to constrain the first object if it's already constrained to a static object local iNum = self:NumObjects() -- Don't allow us to choose the world as the first object if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end -- Don't do jeeps (crash protection until we get it fixed) if ( iNum == 0 && trace.Entity:GetClass() == "prop_vehicle_jeep" ) 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 Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) self:SetOperation( 1 ) if ( iNum > 0 ) then -- Clientside can bail out now if ( CLIENT ) then self:ClearObjects() self:ReleaseGhostEntity() return true end -- Get client's CVars local nocollide = self:GetClientNumber( "nocollide", 0 ) local forcelimit = self:GetClientNumber( "forcelimit", 0 ) local torquelimit = self:GetClientNumber( "torquelimit", 0 ) local friction = self:GetClientNumber( "hingefriction", 0 ) local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 ) local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 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 ) ) + ( Norm2 * 0.2 ) -- Set the position Phys1:SetPos( TargetPos ) -- Wake up the physics object so that the entity updates Phys1:Wake() -- Set the hinge Axis perpendicular to the trace hit surface LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 ) -- Create a constraint axis local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide ) if ( IsValid( constr ) ) then undo.Create( "Axis" ) 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() self:ReleaseGhostEntity() else self:StartGhostEntity( trace.Entity ) self:SetStage( iNum + 1 ) end return true end function TOOL:RightClick( trace ) if ( self:GetOperation() == 1 ) then return false end if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return false end local iNum = self:NumObjects() -- Don't allow us to choose the world as the first object if ( iNum == 0 && !IsValid( trace.Entity ) ) then return false end local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) self:SetOperation( 2 ) if ( iNum > 0 ) then -- Clientside can bail out now if ( CLIENT ) then self:ClearObjects() return true end -- Get client's CVars local nocollide = self:GetClientNumber( "nocollide", 0 ) local forcelimit = self:GetClientNumber( "forcelimit", 0 ) local torquelimit = self:GetClientNumber( "torquelimit", 0 ) local friction = self:GetClientNumber( "hingefriction", 0 ) local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 ) local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 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 ) Phys1:Wake() -- Set the hinge Axis perpendicular to the trace hit surface LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 ) local constr = constraint.Axis( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, forcelimit, torquelimit, friction, nocollide ) if ( IsValid( constr ) ) then undo.Create( "Axis" ) 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() self:ReleaseGhostEntity() else self:SetStage( iNum + 1 ) end return true end function TOOL:Reload( trace ) if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end if ( CLIENT ) then return true end return constraint.RemoveConstraints( trace.Entity, "Axis" ) end function TOOL:Think() if ( self:NumObjects() != 1 ) then return end self:UpdateGhostEntity() end function TOOL:Holster() self:ClearObjects() end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:AddControl( "Header", { Description = "#tool.axis.help" } ) CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "axis", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } ) CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "axis_forcelimit", Type = "Float", Min = 0, Max = 50000, Help = true } ) CPanel:AddControl( "Slider", { Label = "#tool.torquelimit", Command = "axis_torquelimit", Type = "Float", Min = 0, Max = 50000, Help = true } ) CPanel:AddControl( "Slider", { Label = "#tool.hingefriction", Command = "axis_hingefriction", Type = "Float", Min = 0, Max = 200, Help = true } ) CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "axis_nocollide", Help = true } ) end