wiremod-svn-archive/wire/lua/entities/gmod_wire_spawner/init.lua

160 lines
4.1 KiB
Lua
Raw Permalink Normal View History

2008-06-14 00:55:20 +00:00
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
function ENT:Initialize()
self.Entity:SetMoveType( MOVETYPE_NONE )
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetCollisionGroup( COLLISION_GROUP_WEAPON )
self.Entity:DrawShadow( false )
local phys = self.Entity:GetPhysicsObject()
if (phys:IsValid()) then phys:Wake() end
self.UndoList = {}
// Spawner is "edge-triggered"
self.SpawnLastValue = 0
self.UndoLastValue = 0
// Made more efficient by updating the overlay text and
// Wire output only when number of active props changes (TheApathetic)
self.CurrentPropCount = 0
// Add inputs/outputs (TheApathetic)
self.Inputs = Wire_CreateInputs(self.Entity, {"Spawn", "Undo"})
self.Outputs = Wire_CreateOutputs(self.Entity, {"Out"})
end
function ENT:SetDelays( delay, undo_delay )
self.delay = delay
self.undo_delay = undo_delay
self:ShowOutput()
end
function ENT:GetCreationDelay() return self.delay end
function ENT:GetDeletionDelay() return self.undo_delay end
function ENT:OnTakeDamage( dmginfo ) self.Entity:TakePhysicsDamage( dmginfo ) end
function ENT:DoSpawn( pl, down )
local ent = self.Entity
if (!ent:IsValid()) then return end
local phys = ent:GetPhysicsObject()
if (!phys:IsValid()) then return end
local Pos = ent:GetPos()
local Ang = ent:GetAngles()
local Model = ent:GetModel()
local Vel = phys:GetVelocity()
local aVel = phys:GetAngleVelocity()
local delay = self:GetDeletionDelay()
local prop = MakeProp( pl, Pos, Ang, Model, {}, {} )
if (!prop || !prop:IsValid()) then return end
//apply material and color (TAD2020)
prop:SetMaterial( ent:GetMaterial() )
local r,b,g,a = ent:GetColor() //junk alpha
prop:SetColor( r,g,b,255 )
local phys2 = prop:GetPhysicsObject()
phys2:SetMass( phys:GetMass() )
2008-06-14 00:55:20 +00:00
local nocollide = constraint.NoCollide( prop, ent, 0, 0 )
if (nocollide:IsValid()) then prop:DeleteOnRemove( nocollide ) end
undo.Create("Prop")
undo.AddEntity( prop )
undo.AddEntity( nocollide )
undo.SetPlayer( pl )
undo.Finish()
pl:AddCleanup( "props", prop )
pl:AddCleanup( "props", nocollide )
table.insert( self.UndoList, 1, prop )
if (delay == 0) then return end
timer.Simple( delay, function( ent ) if ent:IsValid() then ent:Remove() end end, prop )
end
function ENT:DoUndo( pl )
if (!self.UndoList || #self.UndoList == 0) then return end
local ent = self.UndoList[ #self.UndoList ]
self.UndoList[ #self.UndoList ] = nil
if (!ent || !ent:IsValid()) then
return self:DoUndo(pl)
end
ent:Remove()
umsg.Start( "UndoWireSpawnerProp", pl ) umsg.End()
end
function ENT:Think()
self.BaseClass.Think(self)
// Purge list of no longer existing props
for i = #self.UndoList,1,-1 do
local ent = self.UndoList[i]
if (!ent || !ent:IsValid() || ent:EntIndex() == 0) then
table.remove(self.UndoList, i)
end
end
// Check to see if active prop count has changed
if (#self.UndoList != self.CurrentPropCount) then
self.CurrentPropCount = #self.UndoList
Wire_TriggerOutput(self.Entity, "Out", self.CurrentPropCount)
self:ShowOutput()
end
self.Entity:NextThink(CurTime() + 0.1)
return true
end
function ENT:TriggerInput(iname, value)
local pl = self:GetPlayer()
if (iname == "Spawn") then
// Spawner is "edge-triggered" (TheApathetic)
if ((value > 0) == self.SpawnLastValue) then return end
self.SpawnLastValue = (value > 0)
if (self.SpawnLastValue) then
// Simple copy/paste of old numpad Spawn with a few modifications
local delay = self:GetCreationDelay()
if (delay == 0) then self:DoSpawn( pl ) return end
local TimedSpawn = function ( ent, pl )
if (!ent) then return end
if (!ent == NULL) then return end
ent:GetTable():DoSpawn( pl )
end
timer.Simple( delay, TimedSpawn, self.Entity, pl )
end
elseif (iname == "Undo") then
// Same here
if ((value > 0) == self.UndoLastValue) then return end
self.UndoLastValue = (value > 0)
if (self.UndoLastValue) then self:DoUndo(pl) end
end
end
function ENT:ShowOutput()
self:SetOverlayText("Spawn Delay: "..self:GetCreationDelay().."\nUndo Delay: "..self:GetDeletionDelay().."\nActive Props: "..self.CurrentPropCount)
end