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Fix indentation
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Denneisk authored May 13, 2024
1 parent 0a8069b commit df40b1d
Showing 1 changed file with 85 additions and 85 deletions.
170 changes: 85 additions & 85 deletions lua/entities/gmod_wire_teleporter.lua
Original file line number Diff line number Diff line change
Expand Up @@ -171,39 +171,39 @@ function ENT:Jump_Part2( withangles )
self.LocalVel = {}
for k, ent in pairs(self.Entities) do
if IsValid(ent) then
if (ent:GetPhysicsObjectCount() > 1) then -- Check for bones
local tbl = { Main = self:WorldToLocal( ent:GetPos() ) }
local tbl2 = { Main = self:WorldToLocal( ent:GetVelocity() + ent:GetPos() ) }

for i=0, ent:GetPhysicsObjectCount()-1 do
local b = ent:GetPhysicsObjectNum( i )
tbl[i] = ent:WorldToLocal( b:GetPos() )

tbl2[i] = ent:WorldToLocal( ent:GetPos() + b:GetVelocity() )
b:SetVelocity( b:GetVelocity() * -1 )
end

-- Save the localized position table
self.LocalPos[ent] = tbl

-- Save the localized velocity table
self.LocalVel[ent] = tbl2
else
-- Save the localized position
self.LocalPos[ent] = self:WorldToLocal( ent:GetPos() )

-- Save the localized velocity
self.LocalVel[ent] = self:WorldToLocal( ent:GetVelocity() + ent:GetPos() )
end

ent:SetVelocity( ent:GetVelocity() * -1 )

if withangles then
self.LocalAng[ent] = self:WorldToLocalAngles( ent:GetAngles() )
end
else
self.Entities[k] = nil
end
if (ent:GetPhysicsObjectCount() > 1) then -- Check for bones
local tbl = { Main = self:WorldToLocal( ent:GetPos() ) }
local tbl2 = { Main = self:WorldToLocal( ent:GetVelocity() + ent:GetPos() ) }

for i=0, ent:GetPhysicsObjectCount()-1 do
local b = ent:GetPhysicsObjectNum( i )
tbl[i] = ent:WorldToLocal( b:GetPos() )

tbl2[i] = ent:WorldToLocal( ent:GetPos() + b:GetVelocity() )
b:SetVelocity( b:GetVelocity() * -1 )
end

-- Save the localized position table
self.LocalPos[ent] = tbl

-- Save the localized velocity table
self.LocalVel[ent] = tbl2
else
-- Save the localized position
self.LocalPos[ent] = self:WorldToLocal( ent:GetPos() )

-- Save the localized velocity
self.LocalVel[ent] = self:WorldToLocal( ent:GetVelocity() + ent:GetPos() )
end

ent:SetVelocity( ent:GetVelocity() * -1 )

if withangles then
self.LocalAng[ent] = self:WorldToLocalAngles( ent:GetAngles() )
end
else
self.Entities[k] = nil
end
end

--------------------------------------------------------------------
Expand Down Expand Up @@ -237,58 +237,58 @@ function ENT:Jump_Part2( withangles )

for k, ent in pairs(self.Entities) do
if IsValid(ent) then
local oldPos = ent:GetPos() -- Remember old position
if withangles then ent:SetAngles( self:LocalToWorldAngles( self.LocalAng[ent] ) ) end -- Angles

if (ent:GetPhysicsObjectCount() > 1) then -- Check for bones
ent:SetPos( self:LocalToWorld( self.LocalPos[ent].Main ) ) -- Position

-- Set new velocity
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetVelocity( self:LocalToWorld( self.LocalVel[ent].Main ) - ent:GetPos() )
else
ent:SetVelocity( self:LocalToWorld( self.LocalVel[ent].Main ) )
end

for i=0, ent:GetPhysicsObjectCount()-1 do -- For each bone...
local b = ent:GetPhysicsObjectNum( i )

b:SetPos( ent:LocalToWorld(self.LocalPos[ent][i]) ) -- Position
b:SetVelocity( ent:LocalToWorld( self.LocalVel[ent][i] ) - ent:GetPos() ) -- Set new velocity
end

ent:GetPhysicsObject():Wake()
else -- If it doesn't have bones
ent:SetPos( self:LocalToWorld(self.LocalPos[ent]) ) -- Position

-- Set new velocity
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetVelocity( self:LocalToWorld( self.LocalVel[ent] ) - ent:GetPos() )
else
ent:SetVelocity( self:LocalToWorld( self.LocalVel[ent] ) )
end

ent:GetPhysicsObject():Wake()
end

if self.UseEffects then
-- Effect in
effectdata = EffectData()
effectdata:SetEntity( ent )
effectdata:SetOrigin( self:GetPos() + Dir * math.Clamp( ent:BoundingRadius() * 5, 180, 4092 ) )
util.Effect( "jump_in", effectdata, true, true )
DoPropSpawnedEffect( ent )
end


if self.ClassSpecificActions[ent:GetClass()] then -- Call function specific for this entity class
self.ClassSpecificActions[ent:GetClass()]( ent, oldPos, ent:GetPos() )
end
else
self.Entities[k] = nil
end
local oldPos = ent:GetPos() -- Remember old position
if withangles then ent:SetAngles( self:LocalToWorldAngles( self.LocalAng[ent] ) ) end -- Angles

if (ent:GetPhysicsObjectCount() > 1) then -- Check for bones
ent:SetPos( self:LocalToWorld( self.LocalPos[ent].Main ) ) -- Position

-- Set new velocity
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetVelocity( self:LocalToWorld( self.LocalVel[ent].Main ) - ent:GetPos() )
else
ent:SetVelocity( self:LocalToWorld( self.LocalVel[ent].Main ) )
end

for i=0, ent:GetPhysicsObjectCount()-1 do -- For each bone...
local b = ent:GetPhysicsObjectNum( i )

b:SetPos( ent:LocalToWorld(self.LocalPos[ent][i]) ) -- Position
b:SetVelocity( ent:LocalToWorld( self.LocalVel[ent][i] ) - ent:GetPos() ) -- Set new velocity
end

ent:GetPhysicsObject():Wake()
else -- If it doesn't have bones
ent:SetPos( self:LocalToWorld(self.LocalPos[ent]) ) -- Position

-- Set new velocity
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetVelocity( self:LocalToWorld( self.LocalVel[ent] ) - ent:GetPos() )
else
ent:SetVelocity( self:LocalToWorld( self.LocalVel[ent] ) )
end

ent:GetPhysicsObject():Wake()
end

if self.UseEffects then
-- Effect in
effectdata = EffectData()
effectdata:SetEntity( ent )
effectdata:SetOrigin( self:GetPos() + Dir * math.Clamp( ent:BoundingRadius() * 5, 180, 4092 ) )
util.Effect( "jump_in", effectdata, true, true )
DoPropSpawnedEffect( ent )
end


if self.ClassSpecificActions[ent:GetClass()] then -- Call function specific for this entity class
self.ClassSpecificActions[ent:GetClass()]( ent, oldPos, ent:GetPos() )
end
else
self.Entities[k] = nil
end
end

if self.UseEffects then
Expand Down

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