TOOL.Category = "Constraints" TOOL.Name = "#tool.winch.name" TOOL.ClientConVar[ "rope_material" ] = "cable/rope" TOOL.ClientConVar[ "rope_width" ] = "3" TOOL.ClientConVar[ "fwd_speed" ] = "64" TOOL.ClientConVar[ "bwd_speed" ] = "64" TOOL.ClientConVar[ "fwd_group" ] = "44" TOOL.ClientConVar[ "bwd_group" ] = "41" TOOL.ClientConVar[ "color_r" ] = "255" TOOL.ClientConVar[ "color_g" ] = "255" TOOL.ClientConVar[ "color_b" ] = "255" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1, op = 1 }, { name = "right", stage = 0 }, { 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 ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) self:SetOperation( 1 ) if ( iNum > 0 ) then if ( CLIENT ) then self:ClearObjects() return true end local ply = self:GetOwner() if ( !ply:CheckLimit( "ropeconstraints" ) ) then self:ClearObjects() return false end -- Get client's CVars local material = self:GetClientInfo( "rope_material" ) local width = self:GetClientNumber( "rope_width", 3 ) local fwd_bind = self:GetClientNumber( "fwd_group", 44 ) local bwd_bind = self:GetClientNumber( "bwd_group", 41 ) local fwd_speed = self:GetClientNumber( "fwd_speed", 64 ) local bwd_speed = self:GetClientNumber( "bwd_speed", 64 ) local colorR = self:GetClientNumber( "color_r" ) local colorG = self:GetClientNumber( "color_g" ) local colorB = self:GetClientNumber( "color_b" ) local toggle = false -- Get information we're about to use 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 constr, rope, controller = constraint.Winch( ply, Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_bind, bwd_bind, fwd_speed, bwd_speed, material, toggle, Color( colorR, colorG, colorB ) ) if ( IsValid( constr ) ) then undo.Create( "Winch" ) undo.AddEntity( constr ) if ( IsValid( rope ) ) then undo.AddEntity( rope ) end if ( IsValid( controller ) ) then undo.AddEntity( controller ) end undo.SetPlayer( ply ) undo.SetCustomUndoText( "Undone #tool.winch.name" ) undo.Finish( "#tool.winch.name" ) ply:AddCount( "ropeconstraints", constr ) ply:AddCleanup( "ropeconstraints", constr ) if ( IsValid( rope ) ) then ply:AddCleanup( "ropeconstraints", rope ) end if ( IsValid( controller ) ) then ply:AddCleanup( "ropeconstraints", controller ) end end -- Clear the objects so we're ready to go again self:ClearObjects() else self:SetStage( iNum + 1 ) end return true end function TOOL:RightClick( trace ) if ( self:GetOperation() == 1 ) then return false 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 Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) local ply = self:GetOwner() local tr_new = {} tr_new.start = trace.HitPos tr_new.endpos = trace.HitPos + ( trace.HitNormal * 16384 ) tr_new.filter = { ply } if ( IsValid( trace.Entity ) ) then table.insert( tr_new.filter, trace.Entity ) end local tr = util.TraceLine( tr_new ) if ( !tr.Hit ) then self:ClearObjects() return false end -- Don't try to constrain world to world if ( trace.HitWorld && tr.HitWorld ) then self:ClearObjects() return false end if ( IsValid( trace.Entity ) && trace.Entity:IsPlayer() ) then self:ClearObjects() return false end if ( IsValid( tr.Entity ) && tr.Entity:IsPlayer() ) then self:ClearObjects() return false end -- Check to see if the player can create a winch constraint with the entity in the trace if ( !hook.Run( "CanTool", ply, tr, "winch", self, 2 ) ) then self:ClearObjects() return false end local Phys2 = tr.Entity:GetPhysicsObjectNum( tr.PhysicsBone ) self:SetObject( 2, tr.Entity, tr.HitPos, Phys2, tr.PhysicsBone, trace.HitNormal ) if ( CLIENT ) then self:ClearObjects() return true end if ( !ply:CheckLimit( "ropeconstraints" ) ) then self:ClearObjects() return false end -- Get client's CVars local material = self:GetClientInfo( "rope_material" ) local width = self:GetClientNumber( "rope_width", 3 ) local fwd_bind = self:GetClientNumber( "fwd_group", 44 ) local bwd_bind = self:GetClientNumber( "bwd_group", 41 ) local fwd_speed = self:GetClientNumber( "fwd_speed", 64 ) local bwd_speed = self:GetClientNumber( "bwd_speed", 64 ) local colorR = self:GetClientNumber( "color_r" ) local colorG = self:GetClientNumber( "color_g" ) local colorB = self:GetClientNumber( "color_b" ) local toggle = false -- Get information we're about to use 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 constr, rope, controller = constraint.Winch( self:GetOwner(), Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width, fwd_bind, bwd_bind, fwd_speed, bwd_speed, material, toggle, Color( colorR, colorG, colorB ) ) if ( IsValid( constr ) ) then undo.Create( "Winch" ) undo.AddEntity( constr ) if ( IsValid( rope ) ) then undo.AddEntity( rope ) end if ( IsValid( controller ) ) then undo.AddEntity( controller ) end undo.SetPlayer( ply ) undo.SetCustomUndoText( "Undone #tool.winch.name" ) undo.Finish( "#tool.winch.name" ) ply:AddCount( "ropeconstraints", constr ) ply:AddCleanup( "ropeconstraints", constr ) if ( IsValid( rope ) ) then ply:AddCleanup( "ropeconstraints", rope ) end if ( IsValid( controller ) ) then ply:AddCleanup( "ropeconstraints", controller ) end end -- Clear the objects so we're ready to go again self:ClearObjects() 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, "Winch" ) end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:Help( "#tool.winch.help" ) CPanel:ToolPresets( "winch", ConVarsDefault ) CPanel:KeyBinder( "#tool.winch.forward", "winch_fwd_group", "#tool.winch.backward", "winch_bwd_group" ) CPanel:NumSlider( "#tool.winch.fspeed", "winch_fwd_speed", 0, 1000 ) CPanel:ControlHelp( "#tool.winch.fspeed.help" ) CPanel:NumSlider( "#tool.winch.bspeed", "winch_bwd_speed", 0, 1000 ) CPanel:ControlHelp( "#tool.winch.bspeed.help" ) CPanel:NumSlider( "#tool.winch.width", "winch_rope_width", 0, 10 ) CPanel:RopeSelect( "winch_rope_material" ) CPanel:ColorPicker( "#tool.winch.color", "winch_color_r", "winch_color_g", "winch_color_b" ) end