add sborka
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@@ -0,0 +1,73 @@
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local GlowMat = Material( "sprites/light_glow02_add" )
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function EFFECT:Init( data )
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self.Pos = data:GetOrigin()
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self.Col = data:GetStart() or Vector(255,100,0)
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self.LifeTime = 0.4
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self.DieTime = CurTime() + self.LifeTime
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local emitter = ParticleEmitter( self.Pos, false )
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if not IsValid( emitter ) then return end
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for i = 0, 20 do
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local particle = emitter:Add( "sprites/light_glow02_add", self.Pos )
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local vel = VectorRand() * 400
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if particle then
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particle:SetVelocity( vel )
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particle:SetAngles( vel:Angle() + Angle(0,90,0) )
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particle:SetDieTime( math.Rand(0.4,0.8) )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(24,48) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-100,100) )
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particle:SetRollDelta( math.Rand(-100,100) )
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particle:SetColor( self.Col.x,self.Col.y,self.Col.z )
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particle:SetGravity( Vector(0,0,-600) )
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particle:SetAirResistance( 0 )
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particle:SetCollide( true )
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particle:SetBounce( 0.5 )
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end
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end
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for i = 0, 20 do
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Pos )
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if particle then
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particle:SetVelocity( VectorRand(-1,1) * 500 )
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particle:SetDieTime( 0.15 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 10 )
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particle:SetEndSize( 32 )
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particle:SetEndAlpha( 100 )
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particle:SetRoll( math.Rand( -1, 1 ) )
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particle:SetRollDelta( math.Rand( -1, 1 ) * 100 )
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particle:SetColor( self.Col.x,self.Col.y,self.Col.z )
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particle:SetCollide( false )
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end
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end
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emitter:Finish()
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end
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function EFFECT:Think()
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if self.DieTime < CurTime() then return false end
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return true
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end
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function EFFECT:Render()
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if not self.Col then return end
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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render.SetMaterial( GlowMat )
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render.DrawSprite( self.Pos, 400 * Scale, 400 * Scale, Color( self.Col.x,self.Col.y,self.Col.z, 255) )
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render.DrawSprite( self.Pos, 100 * Scale, 100 * Scale, Color( 255, 255, 255, 255) )
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end
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