TOOL.Category = "Construction" TOOL.Name = "#No Collide" TOOL.Command = nil TOOL.ConfigName = nil cleanup.Register( "nocollide" ) function TOOL:LeftClick( trace ) if (!trace.Entity ) then return end if (!trace.Entity:IsValid()) 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 Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2) local Bone1, Bone2 = self:GetBone(1), self:GetBone(2) local constraint = constraint.NoCollide(Ent1, Ent2, Bone1, Bone2) undo.Create("NoCollide") undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "nocollide", constraint ) self:ClearObjects() else self:SetStage( iNum+1 ) end return true end function TOOL:RightClick( trace ) if (!trace.Entity ) then return end if (!trace.Entity:IsValid()) then return end if (trace.Entity:IsPlayer()) then return end if ( CLIENT ) then return true end if ( trace.Entity.CollisionGroup == COLLISION_GROUP_WORLD ) then trace.Entity:SetCollisionGroup( COLLISION_GROUP_NONE ) trace.Entity.CollisionGroup = COLLISION_GROUP_NONE else trace.Entity:SetCollisionGroup( COLLISION_GROUP_WORLD ) trace.Entity.CollisionGroup = COLLISION_GROUP_WORLD 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, "NoCollide" ) return bool end