const float MAX_STORAGE_ATTACHMENTS = 16;
float object_count;
+.float object_flood;
.entity object_attach;
.string material;
pointparticles(particleeffectnum(strcat("impact_", self.material)), self.origin, '0 0 0', ceil(intensity * 10)); // allow a count from 1 to 10
}
+void sandbox_ObjectFunction_Think()
+{
+ entity e;
+
+ // decide if and how this object can be grabbed
+ if(autocvar_g_sandbox_readonly)
+ self.grab = 0; // no grabbing
+ else if(autocvar_g_sandbox_editor_free < 2 && self.crypto_idfp)
+ self.grab = 1; // owner only
+ else
+ self.grab = 3; // anyone
+
+ // Object owner is stored via player UID, but we also need the owner as an entity (if the player is available on the server).
+ // Therefore, scan for all players, and update the owner as long as the player is present. We must always do this,
+ // since if the owning player disconnects, the object's owner should also be reset.
+ FOR_EACH_REALPLAYER(e) // bots can't have objects
+ {
+ if(self.crypto_idfp == e.crypto_idfp)
+ {
+ self.realowner = e;
+ break;
+ }
+ self.realowner = world;
+ }
+
+ self.nextthink = time;
+}
+
entity sandbox_ObjectEdit_Get(float permissions)
{
// returns the traced entity if the player can edit it, and world if not
return trace_ent; // don't check permissions, anyone can edit this object
if(!trace_ent.crypto_idfp)
return trace_ent; // the player who spawned this object did not have an UID, so anyone can edit it
- if not(trace_ent.crypto_idfp != self.crypto_idfp && autocvar_g_sandbox_editor_free < 2)
+ if not(trace_ent.realowner != self && autocvar_g_sandbox_editor_free < 2)
return trace_ent; // object does not belong to the player, and players can only edit their own objects on this server
return world;
}
e.skin = 0;
e.material = string_null;
e.touch = sandbox_ObjectFunction_Touch;
+ e.think = sandbox_ObjectFunction_Think;
+ e.nextthink = time;
//e.effects |= EF_SELECTABLE; // don't do this all the time, maybe just when editing objects?
if(!database)
return FALSE;
if(cmd_name == "g_sandbox")
{
+ if(autocvar_g_sandbox_readonly)
+ {
+ print_to(self, "^2SANDBOX - INFO: ^7Sandbox mode is active, but in read-only mode. Sandbox commands cannot be used");
+ return TRUE;
+ }
if(cmd_argc < 2)
{
- print_to(self, "Sandbox mode is active. For usage information, type 'sandbox help'");
+ print_to(self, "^2SANDBOX - INFO: ^7Sandbox mode is active. For usage information, type 'sandbox help'");
return TRUE;
}
// ---------------- COMMAND: OBJECT, SPAWN ----------------
case "object_spawn":
+ if(time < self.object_flood)
+ {
+ print_to(self, strcat("^1SANDBOX - WARNING: ^7Flood protection active. Please wait ^3", ftos(self.object_flood - time), " ^7seconds beofore spawning another object"));
+ return TRUE;
+ }
+ self.object_flood = time + autocvar_g_sandbox_editor_flood;
if(object_count >= autocvar_g_sandbox_editor_maxobjects)
{
print_to(self, strcat("^1SANDBOX - WARNING: ^7Cannot spawn any more objects. Up to ^3", ftos(autocvar_g_sandbox_editor_maxobjects), " ^7objects may exist at a time"));
print_to(self, "^1SANDBOX - WARNING: ^7Attempted to spawn an object without specifying a model. Please specify the path to your model file after the 'object_spawn' command");
return TRUE;
}
- else if not(fexists(argv(2)))
+ if not(fexists(argv(2)))
{
print_to(self, "^1SANDBOX - WARNING: ^7Attempted to spawn an object with a non-existent model. Make sure the path to your model file is correct");
return TRUE;
case "paste":
// spawns a new object using the properties in the player's clipboard cvar
+ if(time < self.object_flood)
+ {
+ print_to(self, strcat("^1SANDBOX - WARNING: ^7Flood protection active. Please wait ^3", ftos(self.object_flood - time), " ^7seconds beofore spawning another object"));
+ return TRUE;
+ }
+ self.object_flood = time + autocvar_g_sandbox_editor_flood;
if(!argv(3)) // no object in clipboard
{
print_to(self, "^1SANDBOX - WARNING: ^7No object in clipboard. You must copy an object before you can paste it");
return FALSE;
}
-MUTATOR_HOOKFUNCTION(sandbox_PlayerPreThink)
-{
- // if the player is close enough to their object, they can drag it
-
- if(autocvar_sv_cheats)
- return FALSE; // cheat dragging is used instead
-
- // 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.
-
- entity e;
- float grab;
-
- e = sandbox_ObjectEdit_Get(TRUE);
- if(e != world && vlen(e.origin - self.origin) <= autocvar_g_sandbox_editor_distance_edit)
- grab = TRUE;
-
- if(Drag(e, grab)) // execute dragging
- return TRUE;
-
- return FALSE;
-}
-
float autosave_time;
MUTATOR_HOOKFUNCTION(sandbox_StartFrame)
{
{
MUTATOR_HOOK(SV_ParseClientCommand, sandbox_PlayerCommand, CBC_ORDER_ANY);
MUTATOR_HOOK(SV_StartFrame, sandbox_StartFrame, CBC_ORDER_ANY);
- MUTATOR_HOOK(PlayerPreThink, sandbox_PlayerPreThink, CBC_ORDER_ANY);
MUTATOR_ONADD
{