Files
call-of-duty-tdm/gamemodes/cod_custom/entities/effects/dof_node.lua
2026-03-30 10:39:52 +03:00

56 lines
1.3 KiB
Lua

EFFECT.Mat = Material( "pp/dof" )
function EFFECT:Init( data )
table.insert( DOF_Ents, self.Entity )
self.Scale = data:GetScale()
local size = 32
self:SetCollisionBounds( Vector( -size, -size, -size ), Vector( size, size, size ) )
end
function EFFECT:Think( )
-- If the spacing or offset has changed we need to reconfigure our positions
local ply = LocalPlayer()
self.spacing = DOF_SPACING * self.Scale
self.offset = DOF_OFFSET
-- Just return if it hasn't
--if ( spacing == self.spacing && offset == self.offset ) then return true end
local pos = ply:EyePos()
local fwd = ply:EyeAngles():Forward()
if ( ply:GetViewEntity() != ply ) then
pos = ply:GetViewEntity():GetPos()
fwd = ply:GetViewEntity():GetForward()
end
pos = pos + ( fwd * self.spacing ) + ( fwd * self.offset )
self:SetParent( nil )
self:SetPos( pos )
self:SetParent( ply )
-- We don't kill this, the pp effect should
return true
end
function EFFECT:Render()
-- Note: UpdateScreenEffectTexture fucks up the water, RefractTexture is lower quality
render.UpdateRefractTexture()
//render.UpdateScreenEffectTexture()
local SpriteSize = ( self.spacing + self.offset ) * 8
render.SetMaterial( self.Mat )
render.DrawSprite( self:GetPos(), SpriteSize, SpriteSize, color_white )
end