108 lines
2.8 KiB
Lua
108 lines
2.8 KiB
Lua
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TOOL.Category = "Constraints"
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TOOL.Name = "#tool.ballsocket.name"
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TOOL.ClientConVar[ "forcelimit" ] = "0"
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--TOOL.ClientConVar[ "torquelimit" ] = "0"
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TOOL.ClientConVar[ "nocollide" ] = "0"
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TOOL.Information = {
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{ name = "left", stage = 0 },
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{ name = "left_1", stage = 1 },
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{ name = "reload" }
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}
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function TOOL:LeftClick( trace )
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then return end
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-- If there's no physics object then we can't constraint it!
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if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
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local iNum = self:NumObjects()
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local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
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self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
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if ( iNum > 0 ) then
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if ( CLIENT ) then
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self:ClearObjects()
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return true
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end
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local ply = self:GetOwner()
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if ( !ply:CheckLimit( "constraints" ) ) then
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self:ClearObjects()
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return false
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end
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-- Get client's CVars
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local nocollide = self:GetClientNumber( "nocollide", 0 )
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local forcelimit = self:GetClientNumber( "forcelimit", 0 )
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-- 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
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local torquelimit = 0 --self:GetClientNumber( "torquelimit", 0 )
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-- Get information we're about to use
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local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 )
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local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 )
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local LPos = self:GetLocalPos( 2 )
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local constr = constraint.Ballsocket( Ent1, Ent2, Bone1, Bone2, LPos, forcelimit, torquelimit, nocollide )
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if ( IsValid( constr ) ) then
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undo.Create( "BallSocket" )
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undo.AddEntity( constr )
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undo.SetPlayer( ply )
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undo.SetCustomUndoText( "Undone #tool.ballsocket.name" )
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undo.Finish( "#tool.ballsocket.name" )
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ply:AddCount( "constraints", constr )
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ply:AddCleanup( "constraints", constr )
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end
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-- Clear the objects so we're ready to go again
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self:ClearObjects()
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else
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self:SetStage( iNum + 1 )
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end
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return true
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end
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function TOOL:Reload( trace )
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if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end
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if ( CLIENT ) then return true end
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return constraint.RemoveConstraints( trace.Entity, "Ballsocket" )
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end
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function TOOL:Holster()
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self:ClearObjects()
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end
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local ConVarsDefault = TOOL:BuildConVarList()
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function TOOL.BuildCPanel( CPanel )
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CPanel:Help( "#tool.ballsocket.help" )
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CPanel:ToolPresets( "ballsocket", ConVarsDefault )
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CPanel:NumSlider( "#tool.forcelimit", "ballsocket_forcelimit", 0, 50000 )
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CPanel:ControlHelp( "#tool.forcelimit.help" )
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--CPanel:NumSlider( "#tool.torquelimit", "ballsocket_torquelimit", 0, 50000 )
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--CPanel:ControlHelp( "#tool.torquelimit.help" )
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CPanel:CheckBox( "#tool.nocollide", "ballsocket_nocollide" )
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CPanel:ControlHelp( "#tool.nocollide.help" )
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end
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