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wnsrc/gamemodes/sandbox/entities/weapons/gmod_tool/stools/physprop.lua
lifestorm df294d03aa Upload
2024-08-04 23:54:45 +03:00

74 lines
2.8 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 = "Construction"
TOOL.Name = "#tool.physprop.name"
TOOL.ClientConVar[ "gravity_toggle" ] = "1"
TOOL.ClientConVar[ "material" ] = "metal_bouncy"
TOOL.Information = { { name = "left" } }
function TOOL:LeftClick( trace )
if ( !IsValid( trace.Entity ) ) then return false end
if ( trace.Entity:IsPlayer() || trace.Entity:IsWorld() ) then return false end
-- Make sure there's a physics object to manipulate
if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
-- Client can bail out here and assume we're going ahead
if ( CLIENT ) then return true end
-- Get the entity/bone from the trace
local ent = trace.Entity
local Bone = trace.PhysicsBone
-- Get client's CVars
local gravity = self:GetClientNumber( "gravity_toggle" ) == 1
local material = self:GetClientInfo( "material" )
-- Set the properties
construct.SetPhysProp( self:GetOwner(), ent, Bone, nil, { GravityToggle = gravity, Material = material } )
DoPropSpawnedEffect( ent )
return true
end
local ConVarsDefault = TOOL:BuildConVarList()
function TOOL.BuildCPanel( CPanel )
CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "physprop", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
CPanel:AddControl( "ListBox", { Label = "#tool.physprop.material", Options = list.Get( "PhysicsMaterials" ) } )
CPanel:AddControl( "CheckBox", { Label = "#tool.physprop.gravity", Command = "physprop_gravity_toggle" } )
end
list.Set( "PhysicsMaterials", "#physprop.metalbouncy", { physprop_material = "metal_bouncy" } )
list.Set( "PhysicsMaterials", "#physprop.metal", { physprop_material = "metal" } )
list.Set( "PhysicsMaterials", "#physprop.dirt", { physprop_material = "dirt" } )
list.Set( "PhysicsMaterials", "#physprop.slime", { physprop_material = "slipperyslime" } )
list.Set( "PhysicsMaterials", "#physprop.wood", { physprop_material = "wood" } )
list.Set( "PhysicsMaterials", "#physprop.glass", { physprop_material = "glass" } )
list.Set( "PhysicsMaterials", "#physprop.concrete", { physprop_material = "concrete_block" } )
list.Set( "PhysicsMaterials", "#physprop.ice", { physprop_material = "ice" } )
list.Set( "PhysicsMaterials", "#physprop.rubber", { physprop_material = "rubber" } )
list.Set( "PhysicsMaterials", "#physprop.paper", { physprop_material = "paper" } )
list.Set( "PhysicsMaterials", "#physprop.flesh", { physprop_material = "zombieflesh" } )
list.Set( "PhysicsMaterials", "#physprop.superice", { physprop_material = "gmod_ice" } )
list.Set( "PhysicsMaterials", "#physprop.superbouncy", { physprop_material = "gmod_bouncy" } )