142 lines
4.0 KiB
Lua
142 lines
4.0 KiB
Lua
AddCSLuaFile()
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ENT.Type = "anim"
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ENT.PrintName = ""
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ENT.Author = ""
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ENT.Contact = ""
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ENT.Purpose = ""
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ENT.Instructions = ""
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ENT.Spawnable = false
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ENT.AdminOnly = false
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--[[---------------------------------------------------------
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Name: Initialize
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-----------------------------------------------------------]]
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function ENT:Initialize()
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local Radius = 6
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local min = Vector( 1, 1, 1 ) * Radius * -0.5
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local max = Vector( 1, 1, 1 ) * Radius * 0.5
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if ( SERVER ) then
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self.AttachedEntity = ents.Create( "prop_dynamic" )
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self.AttachedEntity:SetModel( self:GetModel() )
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self.AttachedEntity:SetAngles( self:GetAngles() )
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self.AttachedEntity:SetPos( self:GetPos() )
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self.AttachedEntity:SetSkin( self:GetSkin() )
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self.AttachedEntity:Spawn()
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self.AttachedEntity:SetParent( self.Entity )
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self.AttachedEntity:DrawShadow( false )
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self:SetModel( "models/props_junk/watermelon01.mdl" )
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self:DeleteOnRemove( self.AttachedEntity )
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-- Don't use the model's physics - create a box instead
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self:PhysicsInitBox( min, max )
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-- Set up our physics object here
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local phys = self:GetPhysicsObject()
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if ( IsValid( phys ) ) then
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phys:Wake()
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phys:EnableGravity( false )
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phys:EnableDrag( false )
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end
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self:DrawShadow( false )
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self:SetCollisionGroup( COLLISION_GROUP_WEAPON )
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else
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self.GripMaterial = Material( "sprites/grip" )
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-- Get the attached entity so that clientside functions like properties can interact with it
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local tab = ents.FindByClassAndParent( "prop_dynamic", self )
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if ( tab && IsValid( tab[ 1 ] ) ) then self.AttachedEntity = tab[ 1 ] end
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end
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-- Set collision bounds exactly
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self:SetCollisionBounds( min, max )
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end
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--[[---------------------------------------------------------
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Name: Draw
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-----------------------------------------------------------]]
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function ENT:Draw()
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render.SetMaterial( self.GripMaterial )
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end
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--[[---------------------------------------------------------
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Name: PhysicsUpdate
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-----------------------------------------------------------]]
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function ENT:PhysicsUpdate( physobj )
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if ( CLIENT ) then return end
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-- Don't do anything if the player isn't holding us
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if ( !self:IsPlayerHolding() && !self:IsConstrained() ) then
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physobj:SetVelocity( Vector( 0, 0, 0 ) )
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physobj:Sleep()
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end
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end
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--[[---------------------------------------------------------
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Name: Called after entity 'copy'
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-----------------------------------------------------------]]
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function ENT:OnEntityCopyTableFinish( tab )
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-- We need to store the model of the attached entity
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-- Not the one we have here.
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tab.Model = self.AttachedEntity:GetModel()
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-- Store the attached entity's table so we can restore it after being pasted
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tab.AttachedEntityInfo = table.Copy( duplicator.CopyEntTable( self.AttachedEntity ) )
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tab.AttachedEntityInfo.Pos = nil -- Don't even save angles and position, we are a parented entity
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tab.AttachedEntityInfo.Angle = nil
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-- Do NOT store the attached entity itself in our table!
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-- Otherwise, if we copy-paste the prop with the duplicator, its AttachedEntity value will point towards the original prop's attached entity instead, and that'll break stuff
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tab.AttachedEntity = nil
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end
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--[[---------------------------------------------------------
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Name: PostEntityPaste
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-----------------------------------------------------------]]
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function ENT:PostEntityPaste( ply )
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-- Restore the attached entity using the information we've saved
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if ( IsValid( self.AttachedEntity ) ) and ( self.AttachedEntityInfo ) then
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-- Apply skin, bodygroups, bone manipulator, etc.
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duplicator.DoGeneric( self.AttachedEntity, self.AttachedEntityInfo )
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if ( self.AttachedEntityInfo.EntityMods ) then
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self.AttachedEntity.EntityMods = table.Copy( self.AttachedEntityInfo.EntityMods )
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duplicator.ApplyEntityModifiers( ply, self.AttachedEntity )
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end
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if ( self.AttachedEntityInfo.BoneMods ) then
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self.AttachedEntity.BoneMods = table.Copy( self.AttachedEntityInfo.BoneMods )
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duplicator.ApplyBoneModifiers( ply, self.AttachedEntity )
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end
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self.AttachedEntityInfo = nil
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end
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end
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