e.classname = "object";
e.takedamage = DAMAGE_NO;
e.movetype = MOVETYPE_TOSS;
- e.solid = SOLID_BBOX; // SOLID_BSP would be best, but can lag a server horribly
+ e.solid = SOLID_BBOX; // SOLID_BSP would be best, but can lag the server badly
// set origin and direction based on player position and view angle
makevectors(self.v_angle);
print_to(self, "^7\"^2duplicate_object_copy^7\" copies the object the player is looking at. Players can only copy their own objects");
print_to(self, "^7\"^2duplicate_object_paste^7\" pastes the copied object in front of the player");
print_to(self, "^7The ^1drag object ^7key can be used to grab and carry objects. Players can only grab their own objects");
+ print_to(self, "^7\"^2edit_object ^3property value^7\" edits the given property of the object. Players can only edit their own objects");
+ print_to(self, "^7Object properties for ^2edit_object^7:");
+ print_to(self, "^3frame ^7- object animation frame, for self-animated models");
return TRUE;
}
else if(argv(1) == "spawn_item")
return TRUE;
}
+ else if(argv(1) == "edit_object")
+ {
+ if(!argv(2) || !argv(3))
+ {
+ print_to(self, "WARNING: Too few parameters. You must specify a property to edit, followed by its value");
+ return TRUE;
+ }
+
+ e = sandbox_EditObject();
+ if(e != world)
+ {
+ if(argv(2) == "frame")
+ e.frame = stof(argv(3));
+ else
+ print_to(self, "WARNING: Invalid object property. For usage information, type 'sandbox help'");
+
+ return TRUE;
+ }
+
+ print_to(self, "WARNING: Object could not be edited. Make sure you are facing an object that belongs to you");
+ return TRUE;
+ }
else
{
print_to(self, "Invalid command. For usage information, type 'sandbox help'");