TOOL.Category = "Constraints" TOOL.Name = "#tool.elastic.name" TOOL.ClientConVar[ "constant" ] = "500" TOOL.ClientConVar[ "damping" ] = "3" TOOL.ClientConVar[ "rdamping" ] = "0.01" TOOL.ClientConVar[ "material" ] = "cable/cable" TOOL.ClientConVar[ "width" ] = "2" TOOL.ClientConVar[ "stretch_only" ] = "1" TOOL.Information = { { name = "left", stage = 0 }, { name = "left_1", stage = 1 }, { name = "reload" } } function TOOL:LeftClick( trace ) if ( IsValid( trace.Entity ) && 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 self:ClearObjects() return true end -- Get client's CVars local width = self:GetClientNumber( "width" ) local material = self:GetClientInfo( "material" ) local damping = self:GetClientNumber( "damping" ) local rdamping = self:GetClientNumber( "rdamping" ) local constant = self:GetClientNumber( "constant" ) local stretchonly = self:GetClientNumber( "stretch_only" ) -- 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.Elastic( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, constant, damping, rdamping, material, width, stretchonly ) -- Add The constraint to the players undo table undo.Create( "Elastic" ) if ( IsValid( constraint ) ) then undo.AddEntity( constraint ) end if ( IsValid( rope ) ) then undo.AddEntity( rope ) end undo.SetPlayer( self:GetOwner() ) undo.Finish() if ( IsValid( constraint ) ) then self:GetOwner():AddCleanup( "ropeconstraints", constraint ) end if ( IsValid( rope ) ) then self:GetOwner():AddCleanup( "ropeconstraints", rope ) end -- 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 ( !IsValid( trace.Entity ) || trace.Entity:IsPlayer() ) then return false end if ( CLIENT ) then return true end return constraint.RemoveConstraints( trace.Entity, "Elastic" ) end function TOOL:Holster() self:ClearObjects() end local ConVarsDefault = TOOL:BuildConVarList() function TOOL.BuildCPanel( CPanel ) CPanel:AddControl( "Header", { Description = "#tool.elastic.help" } ) CPanel:AddControl( "ComboBox", { MenuButton = 1, Folder = "elastic", Options = { [ "#preset.default" ] = ConVarsDefault }, CVars = table.GetKeys( ConVarsDefault ) } ) CPanel:AddControl( "Slider", { Label = "#tool.elastic.constant", Command = "elastic_constant", Type = "Float", Min = 0, Max = 4000, Help = true } ) CPanel:AddControl( "Slider", { Label = "#tool.elastic.damping", Command = "elastic_damping", Type = "Float", Min = 0, Max = 50, Help = true } ) CPanel:AddControl( "Slider", { Label = "#tool.elastic.rdamping", Command = "elastic_rdamping", Type = "Float", Min = 0, Max = 1, Help = true } ) CPanel:AddControl( "CheckBox", { Label = "#tool.elastic.stretchonly", Command = "elastic_stretch_only", Help = true } ) CPanel:AddControl( "Slider", { Label = "#tool.elastic.width", Command = "elastic_width", Type = "Float", Min = 0, Max = 20 } ) CPanel:AddControl( "RopeMaterial", { Label = "#tool.elastic.material", ConVar = "elastic_material" } ) end