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