125 lines
3.2 KiB
Lua
125 lines
3.2 KiB
Lua
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AddCSLuaFile( "cl_init.lua" )
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AddCSLuaFile( "shared.lua" )
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include('shared.lua')
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ENT.WireDebugName = "Input"
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ENT.OverlayDelay = 0
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local keylist = {"0","1","2","3","4","5","6","7","8","9",".","Enter","+","-","*","/"}
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local MODEL = Model("models/jaanus/wiretool/wiretool_input.mdl")
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function ENT:Initialize()
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self.Entity:SetModel( MODEL )
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self.Entity:PhysicsInit( SOLID_VPHYSICS )
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self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
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self.Entity:SetSolid( SOLID_VPHYSICS )
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// Used to keep track of numpad.OnUp/Down returns
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// Fixes bug where player cannot change numpad key (TheApathetic)
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self.OnUpImpulse = nil
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self.OnDownImpulse = nil
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self.Outputs = Wire_CreateOutputs(self.Entity, { "Out" })
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end
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function ENT:Setup(keygroup, toggle, value_off, value_on)
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self.keygroup = keygroup
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self.toggle = (toggle == 1 || toggle == true)
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self.value_off = value_off
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self.value_on = value_on
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self.Value = value_off
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if (self.OnUpImpulse) then
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numpad.Remove(self.OnUpImpulse)
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numpad.Remove(self.OnDownImpulse)
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end
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local pl = self:GetPlayer()
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self.OnDownImpulse = numpad.OnDown( pl, keygroup, "WireInput_On", self.Entity, 1 )
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self.OnUpImpulse = numpad.OnUp( pl, keygroup, "WireInput_Off", self.Entity, 1 )
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self:ShowOutput(self.value_off)
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Wire_TriggerOutput(self.Entity, "Out", self.value_off)
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end
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function ENT:InputActivate( mul )
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if ( self.toggle ) then
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return self:Switch( !self.On, mul )
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end
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return self:Switch( true, mul )
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end
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function ENT:InputDeactivate( mul )
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if ( self.toggle ) then return true end
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return self:Switch( false, mul )
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end
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function ENT:Switch( on, mul )
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if (!self.Entity:IsValid()) then return false end
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self.On = on
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if (on) then
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self:ShowOutput(self.value_on)
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self.Value = self.value_on
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else
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self:ShowOutput(self.value_off)
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self.Value = self.value_off
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end
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Wire_TriggerOutput(self.Entity, "Out", self.Value)
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return true
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end
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function ENT:ShowOutput(value)
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self:SetOverlayText( "Numpad Input ("..keylist[self.keygroup + 1]..")\n(" .. self.value_off .. " - " .. self.value_on .. ") = " .. value )
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end
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local function On( pl, ent, mul )
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if (!ent:IsValid()) then return false end
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return ent:InputActivate( mul )
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end
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local function Off( pl, ent, mul )
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if (!ent:IsValid()) then return false end
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return ent:InputDeactivate( mul )
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end
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numpad.Register( "WireInput_On", On )
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numpad.Register( "WireInput_Off", Off )
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function MakeWireInput( pl, Pos, Ang, keygroup, toggle, value_off, value_on, Vel, aVel, frozen )
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if ( !pl:CheckLimit( "wire_inputs" ) ) then return false end
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local wire_input = ents.Create( "gmod_wire_input" )
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if (!wire_input:IsValid()) then return false end
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wire_input:SetAngles( Ang )
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wire_input:SetPos( Pos )
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wire_input:SetModel( Model("models/jaanus/wiretool/wiretool_input.mdl") )
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wire_input:Spawn()
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if wire_input:GetPhysicsObject():IsValid() then
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wire_input:GetPhysicsObject():EnableMotion(!frozen)
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end
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wire_input:SetPlayer( pl )
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wire_input:Setup( keygroup, toggle, value_off, value_on )
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wire_input.pl = pl
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pl:AddCount( "wire_inputs", wire_input )
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pl:AddCleanup( "gmod_wire_input", wire_input )
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return wire_input
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end
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duplicator.RegisterEntityClass("gmod_wire_input", MakeWireInput, "Pos", "Ang", "keygroup", "toggle", "value_off", "value_on", "Vel", "aVel", "frozen")
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