switch(0)
{
default:
- if(self.BUTTON_DRAG && !autocvar_g_grab)
- {
- // consider dragging a cheat only if g_grab is disabled
- IS_CHEAT(0, 0, CHRAME_DRAG);
- }
if(autocvar_sv_cheats)
{
- // only use cheat dragging if cheats are enabled
+ // use cheat dragging if cheats are enabled
+ IS_CHEAT(0, 0, CHRAME_DRAG);
crosshair_trace_plusvisibletriggers(self);
- if(Drag(trace_ent, TRUE) && !autocvar_g_grab)
+ if(Drag(trace_ent, TRUE))
DID_CHEAT();
}
+ else if(autocvar_g_grab)
+ {
+ // drag 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 drag;
+ makevectors(self.v_angle);
+ WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_edit, MOVE_NORMAL, self);
+ switch(trace_ent.grab)
+ {
+ case 0: // can't grab
+ break;
+ case 1: // owner can grab
+ if(trace_ent.owner == self || trace_ent.realowner == self)
+ drag = TRUE;
+ break;
+ case 2: // owner and team mates can grab
+ if(trace_ent.owner == self || trace_ent.realowner == self)
+ drag = TRUE;
+ if(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self))
+ drag = TRUE;
+ break;
+ case 3: // anyone can grab
+ drag = TRUE;
+ break;
+ default:
+ break;
+ }
+ Drag(trace_ent, drag); // execute dragging
+ }
+ else if(self.BUTTON_DRAG)
+ {
+ // consider dragging a cheat if g_grab is disabled
+ IS_CHEAT(0, 0, CHRAME_DRAG);
+ }
break;
}
float Drag_IsDraggable(entity draggee)
{
// TODO add more checks for bad stuff here
+ if(draggee == world)
+ return FALSE;
if(draggee.classname == "func_bobbing")
return FALSE;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)