--[[ | 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.ballsocket.name" TOOL.ClientConVar[ "forcelimit" ] = "0" --TOOL.ClientConVar[ "torquelimit" ] = "0" TOOL.ClientConVar[ "nocollide" ] = "0" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1 }, { name = "reload" } } function TOOL:LeftClick( trace ) if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return 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 ( iNum > 0 ) then if ( CLIENT ) then self:ClearObjects() return true end -- Get client's CVars local nocollide = self:GetClientNumber( "nocollide", 0 ) local forcelimit = self:GetClientNumber( "forcelimit", 0 ) -- Force this to 0 for now, it does not do anything, and if we fix it in the future, this way existing contraptions won't break local torquelimit = 0 --self:GetClientNumber( "torquelimit", 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 LPos = self:GetLocalPos( 2 ) local constr = constraint.Ballsocket( Ent1, Ent2, Bone1, Bone2, LPos, forcelimit, torquelimit, nocollide ) if ( IsValid( constr ) ) then undo.Create( "BallSocket" ) 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() 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, "Ballsocket" ) end function TOOL:Holster() self:ClearObjects() end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:AddControl( "Header", { Description = "#tool.ballsocket.help" } ) CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "ballsocket", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } ) CPanel:AddControl( "Slider", { Label = "#tool.forcelimit", Command = "ballsocket_forcelimit", Type = "Float", Min = 0, Max = 50000, Help = true } ) --CPanel:AddControl( "Slider", { Label = "#tool.torquelimit", Command = "ballsocket_torquelimit", Type = "Float", Min = 0, Max = 50000, Help = true } ) CPanel:AddControl( "CheckBox", { Label = "#tool.nocollide", Command = "ballsocket_nocollide", Help = true } ) end