Add Vehicle Inputs To Cam Controllers And EGP Huds (#3263)

* Add Vehicle Inputs To Cam Controllers And EGP Huds

Adds a "Vehicle" input to Cam Controllers and EGP Huds, inline with Pod Controllers.

I understand this is somewhat redundant for Cam Controllers but I feel it's relevant.

I am working on some addon stuff where a seat may not exist on spawn (generated by another entity). In this case, wire I/O is a reliable way to persist linkages through dupes.

* Add 'Vehichles' Input To Pod Controller And EGP

Instead of adding 'Vehichle' to Cam Controllers and EGP

* Update gmod_wire_pod.lua

* Fix

Redundant check removed.
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LengthenedGradient 2025-02-13 17:57:59 -05:00 committed by GitHub
parent f5e78e1400
commit ee170bb1b9
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2 changed files with 18 additions and 5 deletions

View File

@ -25,7 +25,8 @@ function ENT:Initialize()
self:AddEFlags( EFL_FORCE_CHECK_TRANSMIT )
WireLib.CreateInputs(self, {
"0 to 512 (If enabled, changes the resolution of the egp hud to be between 0 and 512 instead of the user's monitor's resolution.\nWill cause objects to look stretched out on most screens, so your UI will need to be designed with this in mind.\nIt's recommended to use the egpScrW, egpScrH, and egpScrSize functions instead.)"
"0 to 512 (If enabled, changes the resolution of the egp hud to be between 0 and 512 instead of the user's monitor's resolution.\nWill cause objects to look stretched out on most screens, so your UI will need to be designed with this in mind.\nIt's recommended to use the egpScrW, egpScrH, and egpScrSize functions instead.)",
"Vehicles (Links all vehicles of passed array to this egp HUD) [ARRAY]",
})
WireLib.CreateOutputs(self, { "wirelink [WIRELINK]" })
@ -42,6 +43,12 @@ end
function ENT:TriggerInput( name, value )
if (name == "0 to 512") then
self:SetResolution(value ~= 0)
elseif name == "Vehicles" then
for k, v in ipairs( value ) do
if( TypeID(v) ~= TYPE_ENTITY ) then continue end
if( not IsValid(v) ) then continue end
self:LinkEnt( v )
end
end
end

View File

@ -163,7 +163,8 @@ function ENT:Initialize()
"Disable", "Crosshairs", "Brake", "Allow Buttons",
"Relative (If this is non-zero, the 'Bearing' and 'Elevation' outputs will be relative to the vehicle.)",
"Damage Health (Damages the driver's health.)", "Damage Armor (Damages the driver's armor.)", "Hide Player", "Hide HUD", "Show Cursor",
"Vehicle [ENTITY]"
"Vehicle [ENTITY]",
"Vehicles (Links all vehicles of passed array to this pod controller) [ARRAY]",
}
self.Inputs = WireLib.CreateInputs(self, inputs)
@ -466,11 +467,16 @@ function ENT:TriggerInput(name, value)
elseif name == "Show Cursor" then
self:SetShowCursor(value)
elseif name == "Vehicle" then
if not IsValid(value) then return end -- Only link if the input is valid. That way, it won't be unlinked if the wire is disconnected
if value:IsPlayer() then return end
if value:IsNPC() then return end
if( TypeID(value) ~= TYPE_ENTITY ) then return end
if( not IsValid(value) ) then return end
self:LinkEnt(value)
elseif name == "Vehicles" then
for k, v in ipairs( value ) do
if( TypeID(v) ~= TYPE_ENTITY ) then continue end
if( not IsValid(v) ) then continue end
self:LinkEnt( v )
end
end
end