TOOL.Category = "Constraints" TOOL.Name = "#Motor" TOOL.Command = nil TOOL.ConfigName = nil TOOL.ClientConVar[ "torque" ] = "500" TOOL.ClientConVar[ "friction" ] = "1" TOOL.ClientConVar[ "nocollide" ] = "1" TOOL.ClientConVar[ "forcetime" ] = "0" TOOL.ClientConVar[ "fwd" ] = "1" TOOL.ClientConVar[ "bwd" ] = "2" TOOL.ClientConVar[ "toggle" ] = "0" TOOL.ClientConVar[ "forcelimit" ] = "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 ) // Don't allow us to choose the world as the first object if (iNum == 0 && !trace.Entity:IsValid()) 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 // 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" ) local limit = self:GetClientNumber( "forcelimit" ) local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) local WPos1, WPos2 = self:GetPos(1), self:GetPos(2) local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2) local Norm1, Norm2 = self:GetNormal(1), self:GetNormal(2) local Phys1, Phys2 = self:GetPhys(1), self:GetPhys(2) // Note: To keep stuff ragdoll friendly try to treat things as physics objects rather than entities local Ang1, Ang2 = Norm1:Angle(), (Norm2 * -1):Angle() local TargetAngle = Phys1:AlignAngles( Ang1, Ang2 ) Phys1:SetAngle( TargetAngle ) // Move the object so that the hitpos on our object is at the second hitpos local TargetPos = WPos2 + (Phys1:GetPos() - self:GetPos(1)) // Offset slightly so it can rotate TargetPos = TargetPos + (2*Norm2) // 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 constraint, axis = constraint.Motor( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, friction, torque, time, nocollide, toggle, self:GetOwner(), limit, forekey, backkey, 1 ) undo.Create("Motor") undo.AddEntity( axis ) undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", axis ) self:GetOwner():AddCleanup( "constraints", constraint ) // 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:RightClick( trace ) return false 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, "Motor" ) return bool end function TOOL:Think() if (self:NumObjects() != 1) then return end self:UpdateGhostEntity() end