wiremod-svn-archive/wire/lua/weapons/gmod_tool/stools/wire_gate_time.lua

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TOOL.Category = "Wire - Control"
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TOOL.Name = "Chip - Time"
TOOL.Command = nil
TOOL.ConfigName = ""
if ( CLIENT ) then
language.Add( "Tool_wire_gate_time_name", "Time Chip Tool (Wire)" )
language.Add( "Tool_wire_gate_time_desc", "Spawns a time chip for use with the wire system." )
language.Add( "Tool_wire_gate_time_0", "Primary: Create/Update Time Chip" )
language.Add( "WireGateTimeTool_action", "Action:" )
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language.Add( "WireGateTimeTool_model", "Model:" )
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language.Add( "sboxlimit_wire_gate_times", "You've hit time chips limit!" )
language.Add( "undone_wiregatetime", "Undone Wire Time Chip" )
end
if (SERVER) then
CreateConVar('sbox_maxwire_gate_times', 30)
end
TOOL.ClientConVar[ "action" ] = "timer"
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TOOL.ClientConVar[ "model" ] = "models/jaanus/wiretool/wiretool_gate.mdl"
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if (SERVER) then
ModelPlug_Register("gate")
end
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cleanup.Register( "wire_gate_times" )
function TOOL:LeftClick( trace )
if (!trace.HitPos) then return false end
if (trace.Entity:IsPlayer()) then return false end
if ( CLIENT ) then return true end
local ply = self:GetOwner()
// Get client's CVars
local action = self:GetClientInfo( "action" )
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local model = self:GetClientInfo( "model" )
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if ( trace.Entity:IsValid() && trace.Entity:GetClass() == "gmod_wire_gate" && trace.Entity.pl == ply ) then
trace.Entity:Setup( GateActions[action] )
trace.Entity:GetTable().action = action
return true
end
if ( !self:GetSWEP():CheckLimit( "wire_gate_times" ) ) then return false end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
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local wire_gate_time = MakeWireGate( ply, trace.HitPos, Ang, model, action )
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local min = wire_gate_time:OBBMins()
wire_gate_time:SetPos( trace.HitPos - trace.HitNormal * min.z )
local const, nocollide
// Don't weld to world
if ( trace.Entity:IsValid() ) then
const = constraint.Weld( wire_gate_time, trace.Entity, 0, trace.PhysicsBone, 0, true, true )
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// Don't disable collision if it's not attached to anything
wire_gate_time:GetPhysicsObject():EnableCollisions( false )
wire_gate_time.nocollide = true
end
undo.Create("WireGateTime")
undo.AddEntity( wire_gate_time )
undo.AddEntity( const )
undo.SetPlayer( ply )
undo.Finish()
ply:AddCleanup( "wire_gate_times", wire_gate_time )
return true
end
function TOOL:RightClick( trace )
return self:LeftClick( trace )
end
function TOOL:UpdateGhostWireGateTime( ent, player )
if ( !ent || !ent:IsValid() ) then return end
local tr = utilx.GetPlayerTrace( player, player:GetCursorAimVector() )
local trace = util.TraceLine( tr )
if (!trace.Hit || trace.Entity:IsPlayer() || trace.Entity:GetClass() == "gmod_wire_gate" ) then
ent:SetNoDraw( true )
return
end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local min = ent:OBBMins()
ent:SetPos( trace.HitPos - trace.HitNormal * min.z )
ent:SetAngles( Ang )
ent:SetNoDraw( false )
end
function TOOL:Think()
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if (!self.GhostEntity || !self.GhostEntity:IsValid() || self.GhostEntity:GetModel() != self:GetClientInfo( "model" )) then
self:MakeGhostEntity( self:GetClientInfo( "model" ), Vector(0,0,0), Angle(0,0,0) )
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end
self:UpdateGhostWireGateTime( self.GhostEntity, self:GetOwner() )
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Header", { Text = "#Tool_wire_gate_time_name", Description = "#Tool_wire_gate_time_desc" })
local Actions = {
Label = "#WireGateTimeTool_action",
MenuButton = "0",
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Height = 180,
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Options = {}
}
for k,v in pairs(GateActions) do
if(v.group == "Time") then
Actions.Options[v.name or "No Name"] = { wire_gate_time_action = k }
end
end
panel:AddControl("ListBox", Actions)
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ModelPlug_AddToCPanel(panel, "chip", "wire_gate_time", "#WireGateTimeTool_model", nil, "#WireGateTimeTool_model")
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end
GateActions = GateActions or {}
GateActions["accumulator"] = {
group = "Time",
name = "Accumulator",
inputs = { "A", "Hold", "Reset" },
timed = true,
output = function(gate, A, Hold, Reset)
local DeltaTime = CurTime()-(gate.PrevTime or CurTime())
gate.PrevTime = (gate.PrevTime or CurTime())+DeltaTime
if (Reset > 0) then
gate.Accum = 0
elseif (Hold <= 0) then
gate.Accum = gate.Accum+A*DeltaTime
end
return gate.Accum or 0
end,
reset = function(gate)
gate.PrevTime = CurTime()
gate.Accum = 0
end,
label = function(Out, A, Hold, Reset)
return "A:"..A.." Hold:"..Hold.." Reset:"..Reset.." = "..Out
end
}
GateActions["smoother"] = {
group = "Time",
name = "Smoother",
inputs = { "A", "Rate" },
timed = true,
output = function(gate, A, Rate)
local DeltaTime = CurTime()-(gate.PrevTime or CurTime())
gate.PrevTime = (gate.PrevTime or CurTime())+DeltaTime
local Delta = A-gate.Accum
if (Delta > 0) then
gate.Accum = gate.Accum+math.min(Delta, Rate*DeltaTime)
elseif (Delta < 0) then
gate.Accum = gate.Accum+math.max(Delta, -Rate*DeltaTime)
end
return gate.Accum or 0
end,
reset = function(gate)
gate.PrevTime = CurTime()
gate.Accum = 0
end,
label = function(Out, A, Rate)
return "A:"..A.." Rate:"..Rate.." = "..Out
end
}
GateActions["timer"] = {
group = "Time",
name = "Timer",
inputs = { "Run", "Reset" },
timed = true,
output = function(gate, Run, Reset)
local DeltaTime = CurTime()-(gate.PrevTime or CurTime())
gate.PrevTime = (gate.PrevTime or CurTime())+DeltaTime
if ( Reset > 0 ) then
gate.Accum = 0
elseif ( Run > 0 ) then
gate.Accum = gate.Accum+DeltaTime
end
return gate.Accum or 0
end,
reset = function(gate)
gate.PrevTime = CurTime()
gate.Accum = 0
end,
label = function(Out, Run, Reset)
return "Run:"..Run.." Reset:"..Reset.." = "..Out
end
}