TOOL.Category = "Constraints" TOOL.Name = "#Weld" TOOL.Command = nil TOOL.ConfigName = nil /* To see the constraints do : ent_bbox phys_constraint */ TOOL.ClientConVar[ "forcelimit" ] = "0" TOOL.ClientConVar[ "nocollide" ] = "0" function TOOL:LeftClick( trace ) if (trace.Entity:IsValid() && trace.Entity:IsPlayer()) 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 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 // Get client's CVars local forcelimit = self:GetClientNumber( "forcelimit" ) local nocollide = ( self:GetClientNumber( "nocollide" ) == 1 ) // 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 constraint = constraint.Weld( Ent1, Ent2, Bone1, Bone2, forcelimit, nocollide ) if (constraint) then undo.Create("Weld") undo.AddEntity( constraint ) undo.SetPlayer( self:GetOwner() ) undo.Finish() self:GetOwner():AddCleanup( "constraints", constraint ) 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 ) // This was doing stuff that was totally overcomplicated // And I'm guessing no-one ever used it - because it didn't work 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, "Weld" ) return bool end