TOOL.Category = "Constraints" TOOL.Name = "#Ball Socket - Advanced" TOOL.Command = nil TOOL.ConfigName = nil TOOL.ClientConVar[ "forcelimit" ] = "0" TOOL.ClientConVar[ "torquelimit" ] = "0" TOOL.ClientConVar[ "xmin" ] = "-180" TOOL.ClientConVar[ "ymin" ] = "-180" TOOL.ClientConVar[ "zmin" ] = "-180" TOOL.ClientConVar[ "xmax" ] = "180" TOOL.ClientConVar[ "ymax" ] = "180" TOOL.ClientConVar[ "zmax" ] = "180" TOOL.ClientConVar[ "xfric" ] = "0" TOOL.ClientConVar[ "yfric" ] = "0" TOOL.ClientConVar[ "zfric" ] = "0" TOOL.ClientConVar[ "nocollide" ] = "0" TOOL.ClientConVar[ "onlyrotation" ] = "0" function TOOL:LeftClick( trace ) if ( trace.Entity:IsValid() && 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 ( iNum > 0 ) then if ( CLIENT ) then return true end if ( !self:GetEnt(1):IsValid() && !self:GetEnt(2):IsValid() ) then self:ClearObjects() return end // Get client's CVars local _forcelimit = self:GetClientNumber( "forcelimit" ) local _torquelimit = self:GetClientNumber( "torquelimit" ) local _xmin = self:GetClientNumber( "xmin" ) local _xmax = self:GetClientNumber( "xmax" ) local _ymin = self:GetClientNumber( "ymin" ) local _ymax = self:GetClientNumber( "ymax" ) local _zmin = self:GetClientNumber( "zmin" ) local _zmax = self:GetClientNumber( "zmax" ) local _xfric = self:GetClientNumber( "xfric" ) local _yfric = self:GetClientNumber( "yfric" ) local _zfric = self:GetClientNumber( "zfric" ) local _nocollide = self:GetClientNumber( "nocollide" ) local _onlyrotation = self:GetClientNumber( "onlyrotation" ) 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 constraint = constraint.AdvBallsocket( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, _forcelimit, _torquelimit, _xmin, _ymin, _zmin, _xmax, _ymax, _zmax, _xfric, _yfric, _zfric, _onlyrotation, _nocollide ) undo.Create("AdvBallsocket") undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constraint ) // Clear the objects so we're ready to go again self:ClearObjects() else self:SetStage( iNum+1 ) end return true end function TOOL:Reload( trace ) if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end if ( CLIENT ) then return true end local bool = constraint.RemoveConstraints( trace.Entity, "AdvBallsocket" ) return bool end