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

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5.3 KiB
Lua
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2007-02-04 01:16:06 +00:00
TOOL.Category = "Wire"
TOOL.Name = "Gate - Trig"
TOOL.Command = nil
TOOL.ConfigName = ""
if ( CLIENT ) then
language.Add( "Tool_wire_gate_trig_name", "Trig Gate Tool (Wire)" )
language.Add( "Tool_wire_gate_trig_desc", "Spawns a trig gate for use with the wire system." )
language.Add( "Tool_wire_gate_trig_0", "Primary: Create/Update Trig Gate" )
language.Add( "WireGateTrigTool_action", "Action:" )
language.Add( "sboxlimit_wire_gate_trigs", "You've hit trigs gate limit!" )
language.Add( "undone_wiregatetrig", "Undone Wire Trig Gate" )
end
if (SERVER) then
CreateConVar('sbox_maxwire_gate_trigs', 30)
end
TOOL.ClientConVar[ "action" ] = "sin"
TOOL.Model = "models/jaanus/wiretool/wiretool_gate.mdl"
cleanup.Register( "wire_gate_trigs" )
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" )
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_trigs" ) ) then return false end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local wire_gate_trig = MakeWireGate( ply, trace.HitPos, Ang, self.Model, action )
local min = wire_gate_trig:OBBMins()
wire_gate_trig: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_trig, trace.Entity, 0, trace.PhysicsBone, 0, true )
trace.Entity:DeleteOnRemove( wire_gate_trig )
// Don't disable collision if it's not attached to anything
wire_gate_trig:GetPhysicsObject():EnableCollisions( false )
wire_gate_trig.nocollide = true
end
undo.Create("WireGateTrig")
undo.AddEntity( wire_gate_trig )
undo.AddEntity( const )
undo.SetPlayer( ply )
undo.Finish()
ply:AddCleanup( "wire_gate_trigs", wire_gate_trig )
return true
end
function TOOL:RightClick( trace )
return self:LeftClick( trace )
end
function TOOL:UpdateGhostWireGateTrig( 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()
if (!self.GhostEntity || !self.GhostEntity:IsValid() || self.GhostEntity:GetModel() != self.Model ) then
self:MakeGhostEntity( self.Model, Vector(0,0,0), Angle(0,0,0) )
end
self:UpdateGhostWireGateTrig( self.GhostEntity, self:GetOwner() )
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Header", { Text = "#Tool_wire_gate_trig_name", Description = "#Tool_wire_gate_trig_desc" })
local Actions = {
Label = "#WireGateTrigTool_action",
MenuButton = "0",
Options = {}
}
for k,v in pairs(GateActions) do
if(v.group == "Trig") then
Actions.Options[v.name or "No Name"] = { wire_gate_trig_action = k }
end
end
panel:AddControl("ListBox", Actions)
end
GateActions = GateActions or {}
GateActions["sin"] = {
group = "Trig",
name = "Sin",
inputs = { "A" },
output = function(gate, A)
return math.sin(A)
end,
label = function(Out, A)
return "sin("..A..") = "..Out
end
}
GateActions["cos"] = {
group = "Trig",
name = "Cos",
inputs = { "A" },
output = function(gate, A)
return math.cos(A)
end,
label = function(Out, A)
return "cos("..A..") = "..Out
end
}
GateActions["tan"] = {
group = "Trig",
name = "Tan",
inputs = { "A" },
output = function(gate, A)
return math.tan(A)
end,
label = function(Out, A)
return "tan("..A..") = "..Out
end
}
GateActions["asin"] = {
group = "Trig",
name = "Asin",
inputs = { "A" },
output = function(gate, A)
return math.asin(A)
end,
label = function(Out, A)
return "asin("..A..") = "..Out
end
}
GateActions["acos"] = {
group = "Trig",
name = "Acos",
inputs = { "A" },
output = function(gate, A)
return math.acos(A)
end,
label = function(Out, A)
return "acos("..A..") = "..Out
end
}
GateActions["atan"] = {
group = "Trig",
name = "Atan",
inputs = { "A" },
output = function(gate, A)
return math.atan(A)
end,
label = function(Out, A)
return "atan("..A..") = "..Out
end
}
GateActions["rad2deg"] = {
group = "Trig",
name = "Radians to Degrees",
inputs = { "A" },
output = function(gate, A)
return math.deg(A)
end,
label = function(Out, A)
return A.."rad = "..Out.."deg"
end
}
GateActions["deg2rad"] = {
group = "Trig",
name = "Degrees to Radians",
inputs = { "A" },
output = function(gate, A)
return math.rad(A)
end,
label = function(Out, A)
return A.."deg = "..Out.."rad"
end
}