More documentation and some minor changes for drag code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / mutators / sandbox.qc
index 7b929ecd841a41bfa4094fad5440ebb51a10ab8b..28017401af9033b3bf5d24f813f7870699d041de 100644 (file)
@@ -31,15 +31,12 @@ MUTATOR_HOOKFUNCTION(sandbox_PlayerCommand)
                                return TRUE;
                        }
 
-                       // spawn a new object
+                       // spawn a new object with default properties
                        entity e;
                        e = spawn();
-
                        e.realowner = self;
                        e.classname = "object";
                        e.takedamage = DAMAGE_NO;
-
-                       // those properties are defaults that can be edited later
                        e.movetype = MOVETYPE_TOSS;
                        e.solid = SOLID_BSP;
 
@@ -89,7 +86,7 @@ MUTATOR_HOOKFUNCTION(sandbox_PlayerCommand)
                {
                        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);
-                       if(trace_ent.classname == "object")
+                       if(trace_ent.classname == "object" && trace_ent.realowner == self)
                        {
                                if(autocvar_g_sandbox_info)
                                        print(strcat(self.netname, " removed an object at origin ", vtos(trace_ent.origin), "\n"));
@@ -105,9 +102,34 @@ MUTATOR_HOOKFUNCTION(sandbox_PlayerCommand)
        return FALSE;
 }
 
+MUTATOR_HOOKFUNCTION(sandbox_PlayerPreThink)
+{
+       // if the player is close enough to their own object and facing it, they can grab 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.
+
+       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
+       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 FALSE;
+}
+
 MUTATOR_DEFINITION(sandbox)
 {
        MUTATOR_HOOK(SV_ParseClientCommand, sandbox_PlayerCommand, CBC_ORDER_ANY);
+       MUTATOR_HOOK(PlayerPreThink, sandbox_PlayerPreThink, CBC_ORDER_ANY);
 
        return 0;
 }