Files
mmkrp_2026/gamemodes/sandbox/entities/weapons/gmod_tool/stools/ballsocket.lua
2026-03-15 14:54:49 +03:00

108 lines
2.8 KiB
Lua

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
local ply = self:GetOwner()
if ( !ply:CheckLimit( "constraints" ) ) then
self:ClearObjects()
return false
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( ply )
undo.SetCustomUndoText( "Undone #tool.ballsocket.name" )
undo.Finish( "#tool.ballsocket.name" )
ply:AddCount( "constraints", constr )
ply: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:Help( "#tool.ballsocket.help" )
CPanel:ToolPresets( "ballsocket", ConVarsDefault )
CPanel:NumSlider( "#tool.forcelimit", "ballsocket_forcelimit", 0, 50000 )
CPanel:ControlHelp( "#tool.forcelimit.help" )
--CPanel:NumSlider( "#tool.torquelimit", "ballsocket_torquelimit", 0, 50000 )
--CPanel:ControlHelp( "#tool.torquelimit.help" )
CPanel:CheckBox( "#tool.nocollide", "ballsocket_nocollide" )
CPanel:ControlHelp( "#tool.nocollide.help" )
end