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