[ADD] New input for radios - "Channel". [ADD] Added 4 ABCD inputs/outputs for radio. [FIXED] Fixed updating text on receive. [FIXED] Fixed bug on removing the radios and making new ones. [FIXED] Ranger: Fixed up the Value output(current value, value array size) [ADD] Added a "Current Value" input for ranger (location for current value). [ADD] SteamID,UniqueID,EntID outputs. [ADDED] Display for inputs and outputs on plug/socket. [FIXED] Socket display (When connecting them, etc) [FIXED] Values not transferring when plug/socket connected [FIXED] Outputs not reseting to zero when disconnected [FIXED] Explosives crashing servers on some occasions
131 lines
3.5 KiB
Lua
131 lines
3.5 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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local MODEL = Model( "models/props_lab/tpplug.mdl" )
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ENT.WireDebugName = "Plug"
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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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self.MySocket = nil
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self.Inputs = Wire_CreateInputs(self.Entity, { "A","B","C","D","E","F","G","H" })
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self.Outputs = Wire_CreateOutputs(self.Entity, { "A","B","C","D","E","F","G","H" })
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end
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function ENT:SetValue(index,value)
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if (self.MySocket.Const) and (self.MySocket.Const:IsValid()) then
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Wire_TriggerOutput(self.Entity, index, value)
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else
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Wire_TriggerOutput(self.Entity, index, 0)
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end
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self:ShowOutput()
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end
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function ENT:OnRemove()
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self.BaseClass.Think(self)
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if (self.MySocket) and (self.MySocket:IsValid()) then
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self.MySocket.MyPlug = nil
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end
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end
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function ENT:Setup()
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self:ShowOutput()
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end
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function ENT:TriggerInput(iname, value)
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if (self.MySocket) and (self.MySocket:IsValid()) then
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self.MySocket:SetValue(iname, value)
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end
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self:ShowOutput()
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end
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function ENT:SetSocket(socket)
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if (socket == nil) then
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for i,v in pairs(self.Outputs)do
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Wire_TriggerOutput(self.Entity, v.Name, 0)
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end
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self:ShowOutput()
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end
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self.MySocket = socket
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end
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function ENT:AttachedToSocket(socket)
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for i,v in pairs(self.Inputs)do
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socket:SetValue(v.Name,v.Value)
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end
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self:ShowOutput()
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end
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function ENT:ShowOutput(value)
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self.OutText = "Plug:"
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if (self.Inputs) then
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self.OutText = self.OutText .. "\nInputs: "
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if (self.Inputs.A.Value) then
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self.OutText = self.OutText .. " A:" .. self.Inputs.A.Value
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end
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if (self.Inputs.B.Value) then
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self.OutText = self.OutText .. " B:" .. self.Inputs.B.Value
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end
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if (self.Inputs.C.Value) then
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self.OutText = self.OutText .. " C:" .. self.Inputs.C.Value
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end
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if (self.Inputs.D.Value) then
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self.OutText = self.OutText .. " D:" .. self.Inputs.D.Value
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end
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if (self.Inputs.E.Value) then
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self.OutText = self.OutText .. " E:" .. self.Inputs.E.Value
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end
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if (self.Inputs.F.Value) then
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self.OutText = self.OutText .. " F:" .. self.Inputs.F.Value
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end
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if (self.Inputs.G.Value) then
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self.OutText = self.OutText .. " G:" .. self.Inputs.G.Value
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end
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if (self.Inputs.H.Value) then
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self.OutText = self.OutText .. " H:" .. self.Inputs.H.Value
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end
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end
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if (self.Outputs) then
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self.OutText = self.OutText .. "\nOutputs: "
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if (self.Outputs.A.Value) then
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self.OutText = self.OutText .. " A:" .. self.Outputs.A.Value
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end
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if (self.Outputs.B.Value) then
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self.OutText = self.OutText .. " B:" .. self.Outputs.B.Value
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end
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if (self.Outputs.C.Value) then
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self.OutText = self.OutText .. " C:" .. self.Outputs.C.Value
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end
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if (self.Outputs.D.Value) then
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self.OutText = self.OutText .. " D:" .. self.Outputs.D.Value
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end
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if (self.Outputs.E.Value) then
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self.OutText = self.OutText .. " E:" .. self.Outputs.E.Value
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end
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if (self.Outputs.F.Value) then
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self.OutText = self.OutText .. " F:" .. self.Outputs.F.Value
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end
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if (self.Outputs.G.Value) then
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self.OutText = self.OutText .. " G:" .. self.Outputs.G.Value
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end
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if (self.Outputs.H.Value) then
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self.OutText = self.OutText .. " H:" .. self.Outputs.H.Value
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end
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end
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self:SetOverlayText(self.OutText)
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end
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function ENT:OnRestore()
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self.BaseClass.OnRestore(self)
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end
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