TOOL.Category = "Wire - Physics" TOOL.Name = "Weld Latch" TOOL.Command = nil TOOL.ConfigName = "" if CLIENT then language.Add( "Tool_wire_latch_name", "Latch Tool (Wire)" ) language.Add( "Tool_wire_latch_desc", "Makes a controllable latch" ) language.Add( "Tool_wire_latch_0", "Primary: Click on first entity to be latched" ) language.Add( "Tool_wire_latch_1", "Left click on the second entity" ) language.Add( "Tool_wire_latch_2", "Left click to place the controller" ) language.Add( "undone_wirelatch", "Undone Wire Latch" ) end function TOOL:LeftClick( trace ) if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end // If there's no physics object then we can't constraint it! if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end local iNum = self:NumObjects() local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( iNum > 1 ) then if ( CLIENT ) then self:ClearObjects() return true end local ply = self:GetOwner() local Ent1, Ent2, Ent3 = self:GetEnt(1), self:GetEnt(2), trace.Entity local const = self.constraint if ( !const ) or ( !const:IsValid() ) then self:GetOwner():SendLua( "GAMEMODE:AddNotify('Latch Weld Invalid!', NOTIFY_GENERIC, 7);" ) self:ClearObjects() self:SetStage(0) return end // Attach our Controller to the weld constraint local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 local controller = MakeWireLatchController( ply, trace.HitPos, Ang ) // Send Entity and Constraint info over to the controller controller:SendVars(self.Ent1, self.Ent2, self.Bone1, self.Bone2, self.constraint) local min = controller:OBBMins() controller:SetPos( trace.HitPos - trace.HitNormal * min.z ) local const2 = WireLib.Weld(controller, trace.Entity, trace.PhysicsBone, true) undo.Create("WireLatch") undo.AddEntity( controller ) undo.AddEntity( const ) undo.AddEntity( const2 ) undo.SetPlayer( ply ) undo.Finish() if const then controller:DeleteOnRemove( const ) end self:ClearObjects() self:SetStage(0) elseif ( iNum == 1 ) then if ( CLIENT ) then return true end // Get information we're about to use self.Ent1, self.Ent2 = self:GetEnt(1), self:GetEnt(2) self.Bone1, self.Bone2 = self:GetBone(1), self:GetBone(2) local const = MakeWireLatch( self.Ent1, self.Ent2, self.Bone1, self.Bone2 ) self.constraint = const undo.Create("WireLatch") if constraint then undo.AddEntity( const ) end undo.SetPlayer( self:GetOwner() ) undo.Finish() self:SetStage(2) else self:SetStage( iNum+1 ) end return true end if SERVER then function MakeWireLatchController( pl, Pos, Ang ) local controller = ents.Create("gmod_wire_latch") controller:SetPos( Pos ) controller:SetAngles( Ang ) controller:SetPlayer(pl) controller:Spawn() return controller end duplicator.RegisterEntityClass("gmod_wire_latch", MakeWireLatchController, "Pos", "Ang") function MakeWireLatch( Ent1, Ent2, Bone1, Bone2 ) if ( !constraint.CanConstrain( Ent1, Bone1 ) ) then return false end if ( !constraint.CanConstrain( Ent2, Bone2 ) ) then return false end local Phys1 = Ent1:GetPhysicsObjectNum( Bone1 ) local Phys2 = Ent2:GetPhysicsObjectNum( Bone2) if ( Phys1 == Phys2 ) then return false end local const = constraint.Weld( Ent1, Ent2, Bone1, Bone2, 0 ) if ( !const ) then return nil end return const end end function TOOL.BuildCPanel( panel ) panel:AddControl( "Header", { Text = "#Tool_wire_latch_name", Description = "#Tool_wire_latch_desc" } ) end