1 .string object_clipboard;
6 const float MATERIAL_NONE = 0;
7 const float MATERIAL_METAL = 1;
8 const float MATERIAL_STONE = 2;
9 const float MATERIAL_WOOD = 3;
10 const float MATERIAL_FLESH = 4;
13 void sandbox_Object_Touch()
15 // apply material impact effects
17 if(self.touch_timer > time)
18 return; // don't execute each frame
19 self.touch_timer = time + 0.1;
21 // make particle count and sound volume depend on impact speed
23 intensity = vlen(self.velocity) + vlen(other.velocity);
24 if(intensity) // avoid divisions by 0
25 intensity /= 2; // average the two velocities
26 if not(intensity >= autocvar_g_sandbox_object_material_velocity_min)
27 return; // impact not strong enough to do anything
28 // now offset intensity and apply it to the effects
29 intensity -= autocvar_g_sandbox_object_material_velocity_min; // start from minimum velocity, not actual velocity
30 intensity = bound(0, intensity * autocvar_g_sandbox_object_material_velocity_factor, 1);
35 sound(self, CH_TRIGGER, strcat("object/impact_metal_", ftos(ceil(random() * 5)) , ".ogg"), VOL_BASE * intensity, ATTN_NORM);
36 pointparticles(particleeffectnum("impact_metal"), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
39 sound(self, CH_TRIGGER, strcat("object/impact_stone_", ftos(ceil(random() * 5)) , ".ogg"), VOL_BASE * intensity, ATTN_NORM);
40 pointparticles(particleeffectnum("impact_stone"), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
43 sound(self, CH_TRIGGER, strcat("object/impact_wood_", ftos(ceil(random() * 5)) , ".ogg"), VOL_BASE * intensity, ATTN_NORM);
44 pointparticles(particleeffectnum("impact_wood"), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
47 sound(self, CH_TRIGGER, strcat("object/impact_flesh_", ftos(ceil(random() * 5)) , ".ogg"), VOL_BASE * intensity, ATTN_NORM);
48 pointparticles(particleeffectnum("impact_flesh"), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
55 entity sandbox_EditObject_Get()
57 // returns the traced entity if the player can edit it, and world if not
58 // attached objects are SOLID_NOT and don't risk getting traced
60 makevectors(self.v_angle);
61 WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_edit, MOVE_NORMAL, self);
62 if(trace_ent.classname == "object" && trace_ent.realowner == self)
68 void sandbox_EditObject_Scale(entity e, float f)
73 e.scale = bound(autocvar_g_sandbox_object_scale_min, e.scale, autocvar_g_sandbox_object_scale_max);
74 setsize(e, e.mins * e.scale, e.maxs * e.scale); // adapt bounding box size to model size
79 void sandbox_AttachObject_Set(entity e, entity parent, string s)
81 // attaches e to parent on string s
83 e.old_movetype = e.movetype; // persist this
85 e.movetype = MOVETYPE_FOLLOW;
87 e.takedamage = DAMAGE_NO;
89 setattachment(e, parent, s);
93 void sandbox_AttachObject_Remove(entity e)
95 // detaches any object attached to e
98 for(head = world; (head = find(head, classname, "object")); )
102 head.movetype = head.old_movetype; // revert to previous physics
103 head.solid = SOLID_BBOX;
104 head.takedamage = DAMAGE_AIM;
106 setattachment(head, world, "");
109 // objects reset origin and angles when detached, so apply the parent's to prevent teleporting
110 setorigin(head, e.origin);
111 head.angles = e.angles;
116 entity sandbox_SpawnObject()
118 // spawn a new object with default properties
123 e.classname = "object";
124 e.takedamage = DAMAGE_AIM;
125 e.damageforcescale = 1;
126 e.solid = SOLID_BBOX; // SOLID_BSP would be best, but can lag the server badly
127 e.movetype = MOVETYPE_TOSS;
130 e.material = MATERIAL_NONE;
132 e.touch = sandbox_Object_Touch;
134 // set origin and direction based on player position and view angle
135 makevectors(self.v_angle);
136 WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_spawn, MOVE_NORMAL, self);
137 setorigin(e, trace_endpos);
138 e.angles_y = self.v_angle_y;
140 e.realowner.object_count += 1;
145 void sandbox_RemoveObject(entity e)
147 e.realowner.object_count -= 1;
153 string sandbox_Storage_Save(entity e)
155 // save object properties
158 s = strcat(e.model, " ");
159 s = strcat(s, ftos(e.skin), " ");
160 s = strcat(s, ftos(e.alpha), " ");
161 s = strcat(s, sprintf("\"%.9v\"", e.colormod), " ");
162 s = strcat(s, sprintf("\"%.9v\"", e.glowmod), " ");
163 s = strcat(s, ftos(e.frame), " ");
164 s = strcat(s, ftos(e.scale), " ");
165 s = strcat(s, ftos(e.movetype), " ");
166 s = strcat(s, ftos(e.damageforcescale), " ");
167 s = strcat(s, ftos(e.material), " ");
172 void sandbox_Storage_Load(entity e, string s)
174 // load object properties
177 setmodel(e, argv(0));
178 e.skin = stof(argv(1));
179 e.alpha = stof(argv(2));
180 e.colormod = stov(argv(3));
181 e.glowmod = stov(argv(4));
182 e.frame = stof(argv(5));
183 sandbox_EditObject_Scale(e, stof(argv(6)));
184 e.movetype = stof(argv(7));
185 e.damageforcescale = stof(argv(8));
186 e.material = stof(argv(9));
189 MUTATOR_HOOKFUNCTION(sandbox_PlayerCommand)
191 if(MUTATOR_RETURNVALUE) // command was already handled?
193 if(cmd_name == "g_sandbox")
197 print_to(self, "Sandbox mode is active. For usage information, type 'sandbox help'");
205 // ---------------- COMMAND: HELP ----------------
207 print_to(self, "You can use the following sandbox commands:");
208 print_to(self, "^7\"^2spawn_item ^3item^7\" spawns the specified item in front of the player. Only weapons are currently supported");
209 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");
210 print_to(self, "^7\"^2remove_object^7\" removes the object the player is looking at. Players can only remove their own objects");
211 print_to(self, "^7\"^2duplicate_object_copy^7\" copies the object the player is looking at. Players can only copy their own objects");
212 print_to(self, "^7\"^2duplicate_object_paste^7\" pastes the copied object in front of the player");
213 print_to(self, "^7\"^2attach_object ^3property value^7\" attaches one object to another. Players can only attach their own objects");
214 print_to(self, "^7Attachment properties for ^2attach_object^7:");
215 print_to(self, "^3get ^7- selects the object you are facing as the object to be attached");
216 print_to(self, "^3set value ^7- attaches the previously selected object to the object you are facing, on the specified bone");
217 print_to(self, "^3remove ^7- detaches all objects from the object you are facing");
218 print_to(self, "^7\"^2edit_object ^3property value^7\" edits the given property of the object. Players can only edit their own objects");
219 print_to(self, "^7Object properties for ^2edit_object^7:");
220 print_to(self, "^3skin value ^7- changes the skin of the object");
221 print_to(self, "^3alpha value ^7- sets object transparency");
222 print_to(self, "^3colormod \"value_x value_y value_z\" ^7- main object color");
223 print_to(self, "^3glowmod \"value_x value_y value_z\" ^7- glow object color");
224 print_to(self, "^3frame value ^7- object animation frame, for self-animated models");
225 print_to(self, "^3scale value ^7- changes object scale. 0.5 is half size and 2 is double size");
226 print_to(self, "^3physics value ^7- object physics, 0 = static, 1 = movable, 2 = physical");
227 print_to(self, "^3force value ^7- amount of force applied to objects that are shot");
228 print_to(self, "^3material value ^7- sets the material of the object. Valid materials are: 1 (metal), 2 (stone), 3 (wood), 4 (flesh)");
229 print_to(self, "^7The ^1drag object ^7key can be used to grab and carry objects. Players can only grab their own objects");
232 // ---------------- COMMAND: SPAWN ITEM ----------------
234 // only weapons are currently supported
238 print_to(self, "WARNING: Attempted to spawn an item without specifying its type. Please specify the name of your item after the 'spawn_item' command");
244 makevectors(self.v_angle);
245 WarpZone_TraceLine(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * autocvar_g_sandbox_editor_distance_spawn, MOVE_NOMONSTERS, self);
247 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
249 e = get_weaponinfo(i);
250 if(e.netname == argv(2))
252 W_ThrowNewWeapon(self, i, FALSE, trace_endpos, '0 0 0');
253 if(autocvar_g_sandbox_info)
254 print(strcat(self.netname, " spawned a ^2", e.netname, "^7 at origin ", vtos(e.origin), "\n"));
259 print_to(self, "WARNING: Attempted to spawn an invalid or unsupported item. See 'sandbox help' for allowed items");
262 // ---------------- COMMAND: SPAWN OBJECT ----------------
264 if(self.object_count >= autocvar_g_sandbox_maxplayerobjects)
266 print_to(self, strcat("WARNING: Cannot spawn any more objects. Each player may have up to ^3", ftos(autocvar_g_sandbox_maxplayerobjects), " ^7objects at a time"));
271 print_to(self, "WARNING: Attempted to spawn an object without specifying a model. Please specify the path to your model file after the 'spawn_object' command");
274 else if not(fexists(argv(2)))
276 print_to(self, "WARNING: Attempted to spawn an object with a non-existent model. Make sure the path to your model file is correct");
280 e = sandbox_SpawnObject();
281 setmodel(e, argv(2));
283 if(autocvar_g_sandbox_info)
284 print(strcat(self.netname, " spawned an object at origin ", vtos(e.origin), "\n"));
288 // ---------------- COMMAND: REMOVE OBJECT ----------------
289 case "remove_object":
290 e = sandbox_EditObject_Get();
293 if(autocvar_g_sandbox_info)
294 print(strcat(self.netname, " removed an object at origin ", vtos(e.origin), "\n"));
295 sandbox_RemoveObject(e);
299 print_to(self, "WARNING: Object could not be removed. Make sure you are facing an object that belongs to you");
302 // ---------------- COMMAND: DUPLICATE OBJECT COPY ----------------
303 case "duplicate_object_copy":
304 // copies customizable properties of the selected object to the clipboard
306 e = sandbox_EditObject_Get(); // you can only copy objects you can edit, so this works
309 if(self.object_clipboard)
310 strunzone(self.object_clipboard);
311 self.object_clipboard = strzone(sandbox_Storage_Save(e));
313 print_to(self, "Object copied to clipboard");
317 print_to(self, "WARNING: Object could not be copied. Make sure you are facing an object that belongs to you");
320 // ---------------- COMMAND: DUPLICATE OBJECT PASTE ----------------
321 case "duplicate_object_paste":
322 // spawns a new object using the properties in the player's clipboard
324 if(!self.object_clipboard) // no object in clipboard
326 print_to(self, "WARNING: No object in clipboard. You must copy an object before you can paste it");
329 if(self.object_count >= autocvar_g_sandbox_maxplayerobjects)
331 print_to(self, strcat("WARNING: Cannot spawn any more objects. Each player may have up to ^3", ftos(autocvar_g_sandbox_maxplayerobjects), " ^7objects at a time"));
335 e = sandbox_SpawnObject();
336 sandbox_Storage_Load(e, self.object_clipboard);
338 print_to(self, "Object pasted successfully");
339 if(autocvar_g_sandbox_info)
340 print(strcat(self.netname, " pasted an object at origin ", vtos(e.origin), "\n"));
344 // ---------------- COMMAND: ATTACH OBJECT ----------------
345 case "attach_object":
349 // select e as the object as meant to be attached
350 e = sandbox_EditObject_Get();
353 self.object_attach = e;
354 print_to(self, "Object selected for attachment");
357 print_to(self, "WARNING: Object could not be selected for attachment. Make sure you are facing an object that belongs to you");
360 if(self.object_attach == world)
362 print_to(self, "WARNING: No object selected for attachment. Please select an object to be attached first.");
366 // attaches the previously selected object to e
367 e = sandbox_EditObject_Get();
370 sandbox_AttachObject_Set(self.object_attach, e, argv(3));
371 print_to(self, "Object attached successfully");
372 self.object_attach = world; // object was attached, no longer keep it scheduled for attachment
375 print_to(self, "WARNING: Object could not be attached to the parent. Make sure you are facing an object that belongs to you");
378 // removes e if it was attached
379 e = sandbox_EditObject_Get();
382 sandbox_AttachObject_Remove(e);
383 print_to(self, "Child objects detached successfully");
386 print_to(self, "WARNING: Child objects could not be detached. Make sure you are facing an object that belongs to you");
391 // ---------------- COMMAND: EDIT OBJECT ----------------
393 if(!argv(2) || !argv(3))
395 print_to(self, "WARNING: Too few parameters. You must specify a property to edit, followed by its value");
399 e = sandbox_EditObject_Get();
405 e.skin = stof(argv(3));
408 e.alpha = stof(argv(3));
411 e.colormod = stov(argv(3));
414 e.glowmod = stov(argv(3));
417 e.frame = stof(argv(3));
420 sandbox_EditObject_Scale(e, stof(argv(3)));
426 e.movetype = MOVETYPE_NONE;
429 e.movetype = MOVETYPE_TOSS;
431 case "2": // physical
432 e.movetype = MOVETYPE_PHYSICS;
439 e.damageforcescale = stof(argv(3));
442 e.material = stof(argv(3));
445 print_to(self, "WARNING: Invalid object property. For usage information, type 'sandbox help'");
451 print_to(self, "WARNING: Object could not be edited. Make sure you are facing an object that belongs to you");
454 // ---------------- COMMAND: DEFAULT ----------------
456 print_to(self, "Invalid command. For usage information, type 'sandbox help'");
463 MUTATOR_HOOKFUNCTION(sandbox_PlayerPreThink)
465 // if the player is close enough to their object, they can drag it
467 if(autocvar_sv_cheats)
468 return FALSE; // cheat dragging is used instead
470 // grab is TRUE if the object can be picked up. While an object is being carried, the Drag() function
471 // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
472 // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
473 // it goes out of range while slinging it around.
478 e = sandbox_EditObject_Get();
479 if(e != world && vlen(e.origin - self.origin) <= autocvar_g_sandbox_editor_distance_edit)
482 if(Drag(e, grab)) // execute dragging
484 if(autocvar_g_sandbox_info)
485 print(strcat(self.netname, " grabbed an object at origin ", vtos(e.origin), "\n"));
492 MUTATOR_HOOKFUNCTION(sandbox_ClientDisconnect)
494 // unzone the player's clipboard if it's not empty
495 if(self.object_clipboard)
497 strunzone(self.object_clipboard);
498 self.object_clipboard = string_null;
504 MUTATOR_DEFINITION(sandbox)
506 MUTATOR_HOOK(SV_ParseClientCommand, sandbox_PlayerCommand, CBC_ORDER_ANY);
507 MUTATOR_HOOK(PlayerPreThink, sandbox_PlayerPreThink, CBC_ORDER_ANY);
508 MUTATOR_HOOK(ClientDisconnect, sandbox_ClientDisconnect, CBC_ORDER_ANY);
513 for (i = 1; i <= 5; i++)
515 // precache material sounds
516 precache_sound(strcat("objects/impact_metal_", ftos(i), ".ogg"));
517 precache_sound(strcat("objects/impact_stone_", ftos(i), ".ogg"));
518 precache_sound(strcat("objects/impact_wood_", ftos(i), ".ogg"));
519 precache_sound(strcat("objects/impact_flesh_", ftos(i), ".ogg"));