225 lines
7.0 KiB
Lua
225 lines
7.0 KiB
Lua
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TOOL.Category = "Constraints"
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TOOL.Name = "#tool.winch.name"
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TOOL.ClientConVar[ "rope_material" ] = "cable/rope"
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TOOL.ClientConVar[ "rope_width" ] = "3"
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TOOL.ClientConVar[ "fwd_speed" ] = "64"
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TOOL.ClientConVar[ "bwd_speed" ] = "64"
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TOOL.ClientConVar[ "fwd_group" ] = "44"
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TOOL.ClientConVar[ "bwd_group" ] = "41"
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TOOL.ClientConVar[ "color_r" ] = "255"
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TOOL.ClientConVar[ "color_g" ] = "255"
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TOOL.ClientConVar[ "color_b" ] = "255"
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TOOL.Information = {
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{ name = "left", stage = 0 },
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{ name = "left_1", stage = 1, op = 1 },
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{ name = "right", stage = 0 },
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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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self:SetOperation( 1 )
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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( "ropeconstraints" ) ) 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 material = self:GetClientInfo( "rope_material" )
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local width = self:GetClientNumber( "rope_width", 3 )
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local fwd_bind = self:GetClientNumber( "fwd_group", 44 )
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local bwd_bind = self:GetClientNumber( "bwd_group", 41 )
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local fwd_speed = self:GetClientNumber( "fwd_speed", 64 )
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local bwd_speed = self:GetClientNumber( "bwd_speed", 64 )
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local colorR = self:GetClientNumber( "color_r" )
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local colorG = self:GetClientNumber( "color_g" )
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local colorB = self:GetClientNumber( "color_b" )
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local toggle = false
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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 LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
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local constr, rope, controller = constraint.Winch( ply, Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_bind, bwd_bind, fwd_speed, bwd_speed, material, toggle, Color( colorR, colorG, colorB ) )
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if ( IsValid( constr ) ) then
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undo.Create( "Winch" )
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undo.AddEntity( constr )
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if ( IsValid( rope ) ) then undo.AddEntity( rope ) end
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if ( IsValid( controller ) ) then undo.AddEntity( controller ) end
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undo.SetPlayer( ply )
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undo.SetCustomUndoText( "Undone #tool.winch.name" )
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undo.Finish( "#tool.winch.name" )
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ply:AddCount( "ropeconstraints", constr )
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ply:AddCleanup( "ropeconstraints", constr )
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if ( IsValid( rope ) ) then ply:AddCleanup( "ropeconstraints", rope ) end
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if ( IsValid( controller ) ) then ply:AddCleanup( "ropeconstraints", controller ) end
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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:RightClick( trace )
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if ( self:GetOperation() == 1 ) then return false 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 Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
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self:SetObject( 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
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local ply = self:GetOwner()
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local tr_new = {}
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tr_new.start = trace.HitPos
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tr_new.endpos = trace.HitPos + ( trace.HitNormal * 16384 )
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tr_new.filter = { ply }
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if ( IsValid( trace.Entity ) ) then
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table.insert( tr_new.filter, trace.Entity )
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end
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local tr = util.TraceLine( tr_new )
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if ( !tr.Hit ) then
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self:ClearObjects()
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return false
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end
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-- Don't try to constrain world to world
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if ( trace.HitWorld && tr.HitWorld ) then
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self:ClearObjects()
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return false
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end
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if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then
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self:ClearObjects()
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return false
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end
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if ( IsValid( tr.Entity ) && tr.Entity:IsPlayer() ) then
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self:ClearObjects()
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return false
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end
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-- Check to see if the player can create a winch constraint with the entity in the trace
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if ( !hook.Run( "CanTool", ply, tr, "winch", self, 2 ) ) then
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self:ClearObjects()
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return false
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end
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local Phys2 = tr.Entity:GetPhysicsObjectNum( tr.PhysicsBone )
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self:SetObject( 2, tr.Entity, tr.HitPos, Phys2, tr.PhysicsBone, trace.HitNormal )
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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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if ( !ply:CheckLimit( "ropeconstraints" ) ) 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 material = self:GetClientInfo( "rope_material" )
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local width = self:GetClientNumber( "rope_width", 3 )
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local fwd_bind = self:GetClientNumber( "fwd_group", 44 )
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local bwd_bind = self:GetClientNumber( "bwd_group", 41 )
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local fwd_speed = self:GetClientNumber( "fwd_speed", 64 )
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local bwd_speed = self:GetClientNumber( "bwd_speed", 64 )
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local colorR = self:GetClientNumber( "color_r" )
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local colorG = self:GetClientNumber( "color_g" )
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local colorB = self:GetClientNumber( "color_b" )
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local toggle = false
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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 LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 )
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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 ) )
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if ( IsValid( constr ) ) then
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undo.Create( "Winch" )
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undo.AddEntity( constr )
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if ( IsValid( rope ) ) then undo.AddEntity( rope ) end
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if ( IsValid( controller ) ) then undo.AddEntity( controller ) end
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undo.SetPlayer( ply )
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undo.SetCustomUndoText( "Undone #tool.winch.name" )
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undo.Finish( "#tool.winch.name" )
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ply:AddCount( "ropeconstraints", constr )
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ply:AddCleanup( "ropeconstraints", constr )
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if ( IsValid( rope ) ) then ply:AddCleanup( "ropeconstraints", rope ) end
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if ( IsValid( controller ) ) then ply:AddCleanup( "ropeconstraints", controller ) end
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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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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, "Winch" )
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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.winch.help" )
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CPanel:ToolPresets( "winch", ConVarsDefault )
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CPanel:KeyBinder( "#tool.winch.forward", "winch_fwd_group", "#tool.winch.backward", "winch_bwd_group" )
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CPanel:NumSlider( "#tool.winch.fspeed", "winch_fwd_speed", 0, 1000 )
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CPanel:ControlHelp( "#tool.winch.fspeed.help" )
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CPanel:NumSlider( "#tool.winch.bspeed", "winch_bwd_speed", 0, 1000 )
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CPanel:ControlHelp( "#tool.winch.bspeed.help" )
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CPanel:NumSlider( "#tool.winch.width", "winch_rope_width", 0, 10 )
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CPanel:RopeSelect( "winch_rope_material" )
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CPanel:ColorPicker( "#tool.winch.color", "winch_color_r", "winch_color_g", "winch_color_b" )
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end
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