{
if(cmd_argc < 2)
{
- print_to(self, "Sandbox mode is active. For more information, use 'g_sandbox help'");
+ print_to(self, "Sandbox mode is active. For more information, use 'sandbox help'");
return TRUE;
}
print_to(self, "^7\"^2spawn_object ^3models/foo/bar.md3^7\" spawns a new object in front of the player, and gives it the specified model");
print_to(self, "^7\"^2spawn_item ^3item^7\" spawns the specified item in front of the player. Only weapons are currently supported");
print_to(self, "^7\"^2remove_object^7\" removes the object the player is looking at. Players can only remove their own objects");
- print_to(self, "^7The ^1drag object ^key can be used to grab and carry objects. Players can only grab their own objects");
+ print_to(self, "^7The ^1drag object ^7key can be used to grab and carry objects. Players can only grab their own objects");
return TRUE;
}
else if(argv(1) == "spawn_object")
e.movetype = MOVETYPE_TOSS;
e.solid = SOLID_BSP;
+ // set origin and direction based on player position and view angle
makevectors(self.v_angle);
WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_spawn, MOVE_NORMAL, self);
setorigin(e, trace_endpos);
setmodel(e, argv(2));
- e.angles_y = self.v_angle_y; // apply the player's direction to the object, as he spawns it from behind
+ e.angles_y = self.v_angle_y;
if(autocvar_g_sandbox_info)
print(strcat(self.netname, " spawned an object at origin ", vtos(e.origin), "\n"));
}
}
- print_to(self, "WARNING: Attempted to spawn an invalid or unsupported item. See 'g_sandbox help' for allowed items");
+ print_to(self, "WARNING: Attempted to spawn an invalid or unsupported item. See 'sandbox help' for allowed items");
return TRUE;
}
else if(argv(1) == "remove_object")
return TRUE;
}
- print_to(self, "WARNING: Object could not be removed. Make sure you are facing an object that you have spawned");
+ print_to(self, "WARNING: Object could not be removed. Make sure you are facing an object that belongs to you");
return TRUE;
}
}
MUTATOR_HOOKFUNCTION(sandbox_PlayerPreThink)
{
- // if the player is close enough to their own object and facing it, they can grab it
+ // if the player is close enough to their object, they can drag it
if(autocvar_sv_cheats)
return FALSE; // cheat dragging is used instead
- float grab;
- crosshair_trace_plusvisibletriggers(self);
-
// grab is TRUE if the object can be picked up. While an object is being carried, the Drag() function
// must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
// This also makes sure that an object can only pe picked up if in range, but does not get dropped if
// it goes out of range while slinging it around.
+ float grab;
+ crosshair_trace_plusvisibletriggers(self);
if(trace_ent.classname == "object" && trace_ent.realowner == self && vlen(trace_ent.origin - self.origin) <= autocvar_g_sandbox_editor_distance_edit)
- grab = TRUE; // object can be picked up
+ grab = TRUE;
+
if(Drag(trace_ent, grab)) // execute dragging
+ {
if(autocvar_g_sandbox_info)
print(strcat(self.netname, " grabbed an object at origin ", vtos(trace_ent.origin), "\n"));
+ return TRUE;
+ }
return FALSE;
}