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