TOOL.Category = "Construction" TOOL.Name = "#tool.nocollide.name" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1 }, { name = "right" }, { name = "reload" } } cleanup.Register( "nocollide" ) function TOOL:LeftClick( trace ) if ( !IsValid( trace.Entity ) ) then return end if ( 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 ( CLIENT ) then if ( iNum > 0 ) then self:ClearObjects() end return true end if ( iNum > 0 ) then local ply = self:GetOwner() if ( !ply:CheckLimit( "constraints" ) ) then self:ClearObjects() return false end local Ent1, Ent2 = self:GetEnt( 1 ), self:GetEnt( 2 ) local Bone1, Bone2 = self:GetBone( 1 ), self:GetBone( 2 ) local constr = constraint.NoCollide( Ent1, Ent2, Bone1, Bone2, true ) if ( IsValid( constr ) ) then undo.Create( "NoCollide" ) undo.AddEntity( constr ) undo.SetPlayer( ply ) undo.SetCustomUndoText( "Undone #tool.nocollide.name" ) undo.Finish( "#tool.nocollide.name" ) ply:AddCount( "constraints", constr ) ply:AddCleanup( "nocollide", constr ) end self:ClearObjects() else self:SetStage( iNum + 1 ) end return true end function TOOL:RightClick( trace ) if ( !IsValid( trace.Entity ) ) then return end if ( trace.Entity:IsPlayer() ) then return end if ( CLIENT ) then return true end if ( trace.Entity:GetCollisionGroup() == COLLISION_GROUP_WORLD ) then trace.Entity:SetCollisionGroup( COLLISION_GROUP_NONE ) else trace.Entity:SetCollisionGroup( COLLISION_GROUP_WORLD ) 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, "NoCollide" ) end function TOOL:Holster() self:ClearObjects() end function TOOL.BuildCPanel( CPanel ) CPanel:Help( "#tool.nocollide.desc" ) end