add sborka
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130
garrysmod/addons/tacrp/lua/effects/tacrp_nukeexplosion.lua
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130
garrysmod/addons/tacrp/lua/effects/tacrp_nukeexplosion.lua
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local images_smoke = {"particle/smokesprites_0001", "particle/smokesprites_0002", "particle/smokesprites_0003", "particle/smokesprites_0004", "particle/smokesprites_0005", "particle/smokesprites_0006", "particle/smokesprites_0007", "particle/smokesprites_0008", "particle/smokesprites_0009", "particle/smokesprites_0010", "particle/smokesprites_0011", "particle/smokesprites_0012", "particle/smokesprites_0013", "particle/smokesprites_0014", "particle/smokesprites_0015", "particle/smokesprites_0016"}
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local function TableRandomChoice(tbl)
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return tbl[math.random(#tbl)]
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end
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local effecttime = 30
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function EFFECT:Init(data)
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self.Origin = data:GetOrigin()
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self.SpawnTime = CurTime()
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util.Decal("FadingScorch", self.Origin, self.Origin - Vector(0, 0, 16))
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local emitter = ParticleEmitter( self.Origin + Vector( 0, 0, 16 ) )
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// smoke cloud
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for i = 1,25 do
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local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin )
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local scol = math.Rand( 200, 225 )
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particle:SetVelocity( 250 * VectorRand() )
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particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(300,400) )
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particle:SetEndSize( math.Rand(2000,2500) )
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particle:SetRoll( math.Rand(0,360) )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( scol,scol,scol )
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particle:SetAirResistance( 50 )
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particle:SetGravity( Vector( math.Rand(-250, 250), math.Rand(-250, 250), 500) )
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particle:SetLighting( false )
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end
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// stack
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for i = 1,25 do
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local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin )
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local scol = math.Rand( 200, 225 )
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particle:SetVelocity( 250 * VectorRand() )
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particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(300,400) )
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particle:SetEndSize( math.Rand(1000,1500) )
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particle:SetRoll( math.Rand(0,360) )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( scol,scol,scol )
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particle:SetAirResistance( 50 )
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particle:SetGravity( Vector( math.Rand(-10, 10), math.Rand(-10, 10), math.Rand(0, 500)) )
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particle:SetLighting( false )
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end
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// wave
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local amt = 50
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for i = 1, amt do
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local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin )
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local scol = math.Rand( 200, 225 )
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particle:SetVelocity( VectorRand() * 8 + (Angle(0, i * (360 / amt), 0):Forward() * 750) )
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particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(300,400) )
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particle:SetEndSize( math.Rand(1000,1500) )
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particle:SetRoll( math.Rand(0,360) )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( scol,scol,scol )
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particle:SetAirResistance( 5 )
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particle:SetLighting( false )
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particle:SetCollide( false )
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end
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local particle = emitter:Add( "sprites/heatwave", self.Origin )
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particle:SetAirResistance( 0 )
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particle:SetDieTime( effecttime )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 255 )
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particle:SetStartSize( 5000 )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(180,480) )
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particle:SetRollDelta( math.Rand(-5,5) )
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particle:SetColor( 255, 255, 255 )
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emitter:Finish()
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local light = DynamicLight(self:EntIndex())
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if (light) then
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light.Pos = self.Origin
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light.r = 255
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light.g = 255
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light.b = 255
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light.Brightness = 9
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light.Decay = 2500
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light.Size = 2048
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light.DieTime = CurTime() + 10
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end
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end
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function EFFECT:Think()
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if (self.SpawnTime + effecttime) < CurTime() then
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return false
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else
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return true
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end
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end
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local glaremat = Material("effects/ar2_altfire1b")
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function EFFECT:Render()
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local d = (CurTime() - self.SpawnTime) / 15
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d = 1 - d
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d = math.Clamp(d, 0, 1)
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cam.IgnoreZ(true)
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render.SetMaterial(glaremat)
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render.DrawSprite(self.Origin, 15000 * d, 15000 * d, Color(255, 255, 255))
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cam.IgnoreZ(false)
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end
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