add sborka

This commit is contained in:
2026-03-31 10:27:04 +03:00
commit f5e5f56c84
2345 changed files with 382127 additions and 0 deletions

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@@ -0,0 +1,104 @@
EFFECT.GlowColor = Color( 0, 127, 255, 255 )
EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
EFFECT.MatSprite = Material( "effects/select_ring" )
function EFFECT:Init( data )
local pos = data:GetOrigin()
local dir = data:GetNormal()
self.ID = data:GetMaterialIndex()
self:SetRenderBoundsWS( pos, pos + dir * 50000 )
self.emitter = ParticleEmitter( pos, false )
self.OldPos = pos
self.Dir = dir
end
function EFFECT:doFX( pos, curpos )
if not IsValid( self.emitter ) then return end
local particle = self.emitter:Add( "particles/flamelet"..math.random(1,5), pos )
if particle then
particle:SetVelocity( -self.Dir * math.Rand(250,800) + self.Dir * 5000 )
particle:SetDieTime( math.Rand(0.2,0.4) )
particle:SetAirResistance( 0 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 8 )
particle:SetEndSize( 1 )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 0,0,255 )
particle:SetGravity( Vector( 0, 0, 600 ) )
particle:SetCollide( false )
end
local particle = self.emitter:Add( "particles/flamelet"..math.random(1,5), curpos )
if particle then
particle:SetVelocity( self.Dir * 5000 + VectorRand() * 50 )
particle:SetDieTime( 1 )
particle:SetAirResistance( 600 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 6 )
particle:SetEndSize( 2 )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 0,0,255 )
particle:SetGravity( Vector( 0, 0, 600 ) )
particle:SetCollide( false )
end
end
function EFFECT:Think()
if not LVS:GetBullet( self.ID ) then
if self.emitter then
self.emitter:Finish()
end
return false
end
if not self.emitter then return true end
local T = CurTime()
if (self.nextDFX or 0) <= T then
self.nextDFX = T + 0.02
local bullet = LVS:GetBullet( self.ID )
local Pos = bullet:GetPos()
local Sub = self.OldPos - Pos
local Dist = Sub:Length()
local Dir = Sub:GetNormalized()
for i = 0, Dist, 45 do
local cur_pos = self.OldPos + Dir * i
self:doFX( cur_pos, Pos )
end
self.OldPos = Pos
end
return true
end
function EFFECT:Render()
local bullet = LVS:GetBullet( self.ID )
local pos = bullet:GetPos()
render.SetMaterial( self.MatSprite )
render.DrawSprite( pos, 100, 100, Color( 0, 127, 255, 50 ) )
render.SetMaterial( self.GlowMat )
for i = 0, 30 do
local Size = ((30 - i) / 30) ^ 2 * 128
render.DrawSprite( pos - self.Dir * i * 7, Size, Size, self.GlowColor )
end
end