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

214 lines
7.4 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.winch.name"
TOOL.ClientConVar[ "rope_material" ] = "cable/rope"
TOOL.ClientConVar[ "rope_width" ] = "3"
TOOL.ClientConVar[ "fwd_speed" ] = "64"
TOOL.ClientConVar[ "bwd_speed" ] = "64"
TOOL.ClientConVar[ "fwd_group" ] = "44"
TOOL.ClientConVar[ "bwd_group" ] = "41"
TOOL.ClientConVar[ "color_r" ] = "255"
TOOL.ClientConVar[ "color_g" ] = "255"
TOOL.ClientConVar[ "color_b" ] = "255"
TOOL.Information = {
{ name = "left", stage = 0 },
{ name = "left_1", stage = 1, op = 1 },
{ name = "right", stage = 0 },
{ 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 )
self:SetOperation( 1 )
if ( iNum > 0 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
-- Get client's CVars
local material = self:GetClientInfo( "rope_material" )
local width = self:GetClientNumber( "rope_width", 3 )
local fwd_bind = self:GetClientNumber( "fwd_group", 44 )
local bwd_bind = self:GetClientNumber( "bwd_group", 41 )
local fwd_speed = self:GetClientNumber( "fwd_speed", 64 )
local bwd_speed = self:GetClientNumber( "bwd_speed", 64 )
local colorR = self:GetClientNumber( "color_r" )
local colorG = self:GetClientNumber( "color_g" )
local colorB = self:GetClientNumber( "color_b" )
local toggle = false
-- 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 LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
local constr, rope, controller = constraint.Winch( self:GetOwner(), Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_bind, bwd_bind, fwd_speed, bwd_speed, material, toggle, Color( colorR, colorG, colorB, 255 ) )
if ( IsValid( constr ) ) then
undo.Create( "Winch" )
undo.AddEntity( constr )
if ( IsValid( rope ) ) then undo.AddEntity( rope ) end
if ( IsValid( controller ) ) then undo.AddEntity( controller ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constr )
if ( IsValid( rope ) ) then self:GetOwner():AddCleanup( "ropeconstraints", rope ) end
if ( IsValid( controller ) ) then self:GetOwner():AddCleanup( "ropeconstraints", controller ) end
end
-- Clear the objects so we're ready to go again
self:ClearObjects()
else
self:SetStage( iNum + 1 )
end
return true
end
function TOOL:RightClick( trace )
if ( self:GetOperation() == 1 ) 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( 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
local tr_new = {}
tr_new.start = trace.HitPos
tr_new.endpos = trace.HitPos + ( trace.HitNormal * 16384 )
tr_new.filter = { self:GetOwner() }
if ( IsValid( trace.Entity ) ) then
table.insert( tr_new.filter, trace.Entity )
end
local tr = util.TraceLine( tr_new )
if ( !tr.Hit ) then
self:ClearObjects()
return false
end
-- Don't try to constrain world to world
if ( trace.HitWorld && tr.HitWorld ) then
self:ClearObjects()
return false
end
if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then
self:ClearObjects()
return false
end
if ( IsValid( tr.Entity ) && tr.Entity:IsPlayer() ) then
self:ClearObjects()
return false
end
-- Check to see if the player can create a winch constraint with the entity in the trace
if ( !hook.Run( "CanTool", self:GetOwner(), tr, "winch", self, 2 ) ) then
self:ClearObjects()
return false
end
local Phys2 = tr.Entity:GetPhysicsObjectNum( tr.PhysicsBone )
self:SetObject( 2, tr.Entity, tr.HitPos, Phys2, tr.PhysicsBone, trace.HitNormal )
if ( CLIENT ) then
self:ClearObjects()
return true
end
-- Get client's CVars
local material = self:GetClientInfo( "rope_material" )
local width = self:GetClientNumber( "rope_width", 3 )
local fwd_bind = self:GetClientNumber( "fwd_group", 44 )
local bwd_bind = self:GetClientNumber( "bwd_group", 41 )
local fwd_speed = self:GetClientNumber( "fwd_speed", 64 )
local bwd_speed = self:GetClientNumber( "bwd_speed", 64 )
local colorR = self:GetClientNumber( "color_r" )
local colorG = self:GetClientNumber( "color_g" )
local colorB = self:GetClientNumber( "color_b" )
local toggle = false
-- 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 LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
local constr, rope, controller = constraint.Winch( self:GetOwner(), Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_bind, bwd_bind, fwd_speed, bwd_speed, material, toggle, Color( colorR, colorG, colorB, 255 ) )
if ( IsValid( constr ) ) then
undo.Create( "Winch" )
undo.AddEntity( constr )
if ( IsValid( rope ) ) then undo.AddEntity( rope ) end
if ( IsValid( controller ) ) then undo.AddEntity( controller ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constr )
if ( IsValid( rope ) ) then self:GetOwner():AddCleanup( "ropeconstraints", rope ) end
if ( IsValid( controller ) ) then self:GetOwner():AddCleanup( "ropeconstraints", controller ) end
end
-- Clear the objects so we're ready to go again
self:ClearObjects()
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, "Winch" )
end
local ConVarsDefault = TOOL:BuildConVarList()
function TOOL.BuildCPanel( CPanel )
CPanel:AddControl( "Header", { Description = "#tool.winch.help" } )
CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "winch", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } )
CPanel:AddControl( "Numpad", { Label = "#tool.winch.forward", Command = "winch_fwd_group", Label2 = "#tool.winch.backward", Command2 = "winch_bwd_group" } )
CPanel:AddControl( "Slider", { Label = "#tool.winch.fspeed", Command = "winch_fwd_speed", Type = "Float", Min = 0, Max = 1000, Help = true } )
CPanel:AddControl( "Slider", { Label = "#tool.winch.bspeed", Command = "winch_bwd_speed", Type = "Float", Min = 0, Max = 1000, Help = true } )
CPanel:AddControl( "Slider", { Label = "#tool.winch.width", Command = "winch_rope_width", Type = "Float", Min = 0, Max = 10 } )
CPanel:AddControl( "RopeMaterial", { Label = "#tool.winch.material", ConVar = "winch_rope_material" } )
CPanel:AddControl( "Color", { Label = "#tool.winch.color", Red = "winch_color_r", Green = "winch_color_g", Blue = "winch_color_b" } )
end