TOOL.Category = "Constraints" TOOL.Name = "#Slider" TOOL.Command = nil TOOL.ConfigName = nil TOOL.ClientConVar[ "width" ] = "1.5" 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 ) self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) if ( iNum > 0 ) then if ( !self:GetEnt(1):IsValid() && !self:GetEnt(2):IsValid() ) then return end if ( CLIENT ) then self:ClearObjects() return true end // Get client's CVars local width = self:GetClientNumber( "width" ) or 1.5 // 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 constraint,rope = constraint.Slider( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width ) undo.Create("Slider") undo.AddEntity( constraint ) if rope then undo.AddEntity( rope ) end undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "ropeconstraints", constraint ) self:GetOwner():AddCleanup( "ropeconstraints", rope ) // 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 ) local iNum = self:NumObjects() local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone ) self:SetObject( 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal ) local tr = {} tr.start = trace.HitPos tr.endpos = tr.start + (trace.HitNormal * 16384) tr.filter = {} tr.filter[1] = self:GetOwner() if (trace.Entity:IsValid()) then tr.filter[2] = trace.Entity end local tr = util.TraceLine( tr ) if ( !tr.Hit ) then self:ClearObjects() return end // Don't try to constrain world to world if ( trace.HitWorld && tr.HitWorld ) then self:ClearObjects() return end if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then self:ClearObjects() return end if ( tr.Entity:IsValid() && tr.Entity:IsPlayer() ) then self:ClearObjects() return 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 local width = self:GetClientNumber( "width" ) or 1.5 // 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 constraint,rope = constraint.Slider( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, width ) undo.Create("Slider") undo.AddEntity( constraint ) if rope then undo.AddEntity( rope ) end undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "ropeconstraints", constraint ) self:GetOwner():AddCleanup( "ropeconstraints", rope ) // Clear the objects so we're ready to go again self:ClearObjects() 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, "Slider" ) return bool end