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wnsrc/gamemodes/sandbox/entities/weapons/gmod_tool/stools/weld.lua
lifestorm 73479cff9e Upload
2024-08-04 22:55:00 +03:00

298 lines
6.7 KiB
Lua

--[[
| 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