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propDissolve function (#3241)
* propDissolve function * Better descriptions
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@ -57,6 +57,9 @@ E2Helper.Descriptions["parentTo(e:)"] = E2Helper.Descriptions["parentTo(e:e)"]
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E2Helper.Descriptions["parentToAttachment(e:es)"] = "Parents one entity to anothers attachment."
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E2Helper.Descriptions["deparent(e:)"] = "Unparents an entity, so it moves freely again."
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E2Helper.Descriptions["propBreak(e:)"] = "Breaks/Explodes breakable/explodable props (Useful for Mines)."
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E2Helper.Descriptions["propDissolve(e:)"] = "Dissolves the specified entity."
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E2Helper.Descriptions["propDissolve(e:n)"] = "Dissolves the specified entity using the given dissolve type (_ENTITY_DISSOLVE)."
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E2Helper.Descriptions["propDissolve(e:nn)"] = "Dissolves the specified entity with the given dissolve type (_ENTITY_DISSOLVE) and magnitude."
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E2Helper.Descriptions["propCanCreate()"] = "Returns 1 when propSpawn() will successfully spawn a prop until the limit is reached."
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E2Helper.Descriptions["propDrag(e:n)"] = "Passing 0 makes the entity not be affected by drag"
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E2Helper.Descriptions["propInertia(e:n)"] = "Sets the directional inertia"
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@ -61,7 +61,7 @@ local ValidSpawn = PropCore.ValidSpawn
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local canHaveInvalidPhysics = {
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delete=true, parent=true, deparent=true, solid=true,
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shadow=true, draw=true, use=true, pos=true, ang=true,
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manipulate=true, noDupe=true
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manipulate=true, noDupe=true, dissolve=true
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}
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function PropCore.ValidAction(self, entity, cmd, bone)
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@ -714,6 +714,26 @@ e2function void entity:propBreak()
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this:Fire("break",1,0)
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end
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E2Lib.registerConstant("ENTITY_DISSOLVE_NORMAL", 0)
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E2Lib.registerConstant("ENTITY_DISSOLVE_ELECTRICAL", 1)
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E2Lib.registerConstant("ENTITY_DISSOLVE_ELECTRICAL_LIGHT", 2)
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E2Lib.registerConstant("ENTITY_DISSOLVE_CORE", 3)
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e2function void entity:propDissolve()
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if not ValidAction(self, this, "dissolve") then return end
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this:Dissolve()
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end
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e2function void entity:propDissolve(number dissolvetype)
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if not ValidAction(self, this, "dissolve") then return end
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this:Dissolve(dissolvetype)
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end
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e2function void entity:propDissolve(number dissolvetype, number magnitude)
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if not ValidAction(self, this, "dissolve") then return end
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this:Dissolve(dissolvetype, magnitude)
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end
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e2function void entity:use()
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if not ValidAction(self, this, "use") then return end
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