TOOL.Category = "Constraints" TOOL.Name = "#tool.motor.name" TOOL.ClientConVar[ "torque" ] = "500" TOOL.ClientConVar[ "friction" ] = "1" TOOL.ClientConVar[ "nocollide" ] = "1" TOOL.ClientConVar[ "forcetime" ] = "0" TOOL.ClientConVar[ "fwd" ] = "45" TOOL.ClientConVar[ "bwd" ] = "42" TOOL.ClientConVar[ "toggle" ] = "0" TOOL.ClientConVar[ "forcelimit" ] = "0" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1 }, { name = "reload"} } function TOOL:LeftClick( trace ) if ( IsValid( trace.Entity ) && 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 ) -- Don't allow us to choose the world as the first object if ( iNum == 0 && !IsValid( trace.Entity ) ) then return end -- Don't allow us to choose the same object if ( iNum == 1 && trace.Entity == self:GetEnt( 1 ) ) then return end self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( iNum > 0 ) then if ( CLIENT ) then self:ClearObjects() self:ReleaseGhostEntity() return true end local ply = self:GetOwner() if ( !ply:CheckLimit( "constraints" ) ) then self:ClearObjects() self:ReleaseGhostEntity() return false end -- Get client's CVars local torque = self:GetClientNumber( "torque" ) local friction = self:GetClientNumber( "friction" ) local nocollide = self:GetClientNumber( "nocollide" ) local time = self:GetClientNumber( "forcetime" ) local forekey = self:GetClientNumber( "fwd" ) local backkey = self:GetClientNumber( "bwd" ) local toggle = self:GetClientNumber( "toggle" ) != 0 local limit = self:GetClientNumber( "forcelimit" ) local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local LPos1, LPos2 = self:GetLocalPos( 1 ), self:GetLocalPos( 2 ) local Norm1, Norm2 = self:GetNormal( 1 ), self:GetNormal( 2 ) local Phys1 = self:GetPhys( 1 ) local WPos2 = self:GetPos( 2 ) -- Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities local Ang1, Ang2 = Norm1:Angle(), ( -Norm2 ):Angle() local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 ) Phys1:SetAngles( TargetAngle ) -- Move the object so that the hitpos on our object is at the second hitpos local TargetPos = WPos2 + ( Phys1:GetPos() - self:GetPos( 1 ) ) + ( Norm2 * 0.2 ) -- Set the position Phys1:SetPos( TargetPos ) -- Wake up the physics object so that the entity updates Phys1:Wake() -- Set the hinge Axis perpendicular to the trace hit surface LPos1 = Phys1:WorldToLocal( WPos2 + Norm2 * 64 ) local constr, axis = constraint.Motor( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, friction, torque, time, nocollide, toggle, ply, limit, forekey, backkey, 1 ) if ( IsValid( constr ) ) then undo.Create( "Motor" ) undo.AddEntity( constr ) if ( IsValid( axis ) ) then undo.AddEntity( axis ) end undo.SetPlayer( ply ) undo.SetCustomUndoText( "Undone #tool.motor.name" ) undo.Finish( "#tool.motor.name" ) ply:AddCount( "constraints", constr ) ply:AddCleanup( "constraints", constr ) if ( IsValid( axis ) ) then ply:AddCleanup( "constraints", axis ) end end -- Clear the objects so we're ready to go again self:ClearObjects() self:ReleaseGhostEntity() else self:StartGhostEntity( trace.Entity ) self:SetStage( iNum + 1 ) end return true end function TOOL:Reload( trace ) if ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end if ( CLIENT ) then return true end return constraint.RemoveConstraints( trace.Entity, "Motor" ) end function TOOL:Think() if ( self:NumObjects() != 1 ) then return end self:UpdateGhostEntity() end function TOOL:Holster() self:ClearObjects() end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:Help( "#tool.motor.help" ) CPanel:ToolPresets( "motor", ConVarsDefault ) CPanel:KeyBinder( "#tool.motor.numpad1", "motor_fwd", "#tool.motor.numpad2", "motor_bwd" ) CPanel:NumSlider( "#tool.motor.torque", "motor_torque", 0, 10000 ) CPanel:NumSlider( "#tool.forcelimit", "motor_forcelimit", 0, 50000 ) CPanel:ControlHelp( "#tool.forcelimit.help" ) CPanel:NumSlider( "#tool.hingefriction", "motor_friction", 0, 100 ) CPanel:ControlHelp( "#tool.hingefriction.help" ) CPanel:NumSlider( "#tool.motor.forcetime", "motor_forcetime", 0, 120 ) CPanel:ControlHelp( "#tool.motor.forcetime.help" ) CPanel:CheckBox( "#tool.nocollide", "motor_nocollide" ) CPanel:ControlHelp( "#tool.nocollide.help" ) CPanel:CheckBox( "#tool.toggle", "motor_toggle" ) CPanel:ControlHelp( "#tool.toggle.help" ) end