add sborka
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89
garrysmod/addons/lvs_base/lua/effects/lvs_physics_impact.lua
Normal file
89
garrysmod/addons/lvs_base/lua/effects/lvs_physics_impact.lua
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local Materials = {
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"particle/smokesprites_0001",
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"particle/smokesprites_0002",
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"particle/smokesprites_0003",
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"particle/smokesprites_0004",
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"particle/smokesprites_0005",
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"particle/smokesprites_0006",
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"particle/smokesprites_0007",
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"particle/smokesprites_0008",
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"particle/smokesprites_0009",
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"particle/smokesprites_0010",
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"particle/smokesprites_0011",
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"particle/smokesprites_0012",
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"particle/smokesprites_0013",
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"particle/smokesprites_0014",
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"particle/smokesprites_0015",
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"particle/smokesprites_0016"
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}
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function EFFECT:Init( data )
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if not LVS.ShowPhysicsEffects then return end
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local dir = data:GetNormal()
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local pos = data:GetOrigin() + dir
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local emitter = ParticleEmitter( pos, false )
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for i = 0, 10 do
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local particle = emitter:Add( "effects/spark", pos )
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local vel = VectorRand() * 75 + dir * 75 + Vector(0,0,100)
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if not particle then continue end
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particle:SetVelocity( vel )
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particle:SetDieTime( math.Rand(2.5,5) )
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particle:SetAirResistance( 10 )
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particle:SetStartAlpha( 255 )
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particle:SetStartLength( 6 )
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particle:SetEndLength(0)
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particle:SetStartSize( 3 )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-5,5) )
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particle:SetColor( 255, 200, 50 )
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particle:SetGravity( Vector(0,0,-600) )
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particle:SetCollide( true )
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end
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local smoke = emitter:Add( Materials[ math.random(1, #Materials ) ], pos )
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if smoke then
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smoke:SetVelocity( dir * 30 + VectorRand() * 15 )
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smoke:SetDieTime( math.Rand(1.5,3) )
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smoke:SetAirResistance( 100 )
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smoke:SetStartAlpha( 100 )
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smoke:SetEndAlpha( 0 )
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smoke:SetStartSize( 15 )
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smoke:SetEndSize( 30 )
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smoke:SetColor(30,30,30)
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smoke:SetGravity(Vector(0,0,40))
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smoke:SetCollide( false )
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smoke:SetRollDelta( math.Rand(-1,1) )
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end
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local flash = emitter:Add( "effects/yellowflare",pos )
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if flash then
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flash:SetPos( pos )
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flash:SetStartAlpha( 200 )
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flash:SetEndAlpha( 0 )
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flash:SetColor( 255, 200, 0 )
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flash:SetEndSize( 100 )
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flash:SetDieTime( 0.1 )
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flash:SetStartSize( 0 )
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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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return false
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end
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function EFFECT:Render()
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end
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