add sborka
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@@ -0,0 +1,102 @@
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local blankvec = Vector(0, 0, 0)
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local vector_origin = Vector()
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function EFFECT:Init(data)
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self.Position = blankvec
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self.WeaponEnt = data:GetEntity()
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self.WeaponEntOG = self.WeaponEnt
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self.Attachment = data:GetAttachment()
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self.Dir = data:GetNormal()
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local owent
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if IsValid(self.WeaponEnt) then
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owent = self.WeaponEnt:GetOwner()
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end
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if not IsValid(owent) then
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owent = self.WeaponEnt:GetParent()
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end
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if IsValid(owent) and owent:IsPlayer() then
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if owent ~= LocalPlayer() or owent:ShouldDrawLocalPlayer() then
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self.WeaponEnt = owent:GetActiveWeapon()
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if not IsValid(self.WeaponEnt) then return end
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else
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local theirweapon = self.WeaponEnt
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self.WeaponEnt = self.WeaponEnt.OwnerViewModel
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if IsValid(theirweapon) and theirweapon.ViewModelFlip or theirweapon.ViewModelFlipped then
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self.Flipped = true
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end
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if not IsValid(self.WeaponEnt) then return end
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end
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end
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if IsValid(self.WeaponEntOG) and self.WeaponEntOG.MuzzleAttachment then
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self.Attachment = self.WeaponEnt:LookupAttachment(self.WeaponEntOG.MuzzleAttachment)
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if not self.Attachment or self.Attachment <= 0 then
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self.Attachment = 1
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end
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if self.WeaponEntOG:GetStatL("IsAkimbo") then
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self.Attachment = 2 - self.WeaponEntOG:GetAnimCycle()
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end
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end
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local angpos = self.WeaponEnt:GetAttachment(self.Attachment)
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if not angpos or not angpos.Pos then
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angpos = {
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Pos = vector_origin,
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Ang = angle_zero
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}
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end
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if self.Flipped then
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local tmpang = (self.Dir or angpos.Ang:Forward()):Angle()
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local localang = self.WeaponEnt:WorldToLocalAngles(tmpang)
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localang.y = localang.y + 180
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localang = self.WeaponEnt:LocalToWorldAngles(localang)
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--localang:RotateAroundAxis(localang:Up(),180)
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--tmpang:RotateAroundAxis(tmpang:Up(),180)
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self.Dir = localang:Forward()
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end
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-- Keep the start and end Pos - we're going to interpolate between them
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self.Position = self:GetTracerShootPos(angpos.Pos, self.WeaponEnt, self.Attachment)
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self.Norm = self.Dir
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self.vOffset = self.Position
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local dir = self.Norm
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local dlight
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if IsValid(self.WeaponEnt) then
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dlight = DynamicLight(self.WeaponEnt:EntIndex())
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else
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dlight = DynamicLight(0)
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end
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local fadeouttime = 0.2
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if (dlight) then
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dlight.Pos = self.Position + dir * 1 - dir:Angle():Right() * 5
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dlight.r = 25
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dlight.g = 200
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dlight.b = 255
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dlight.Brightness = 4.0
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dlight.size = 96
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dlight.decay = 1000
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dlight.DieTime = CurTime() + fadeouttime
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end
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ParticleEffectAttach("tfa_muzzle_gauss", PATTACH_POINT_FOLLOW, self.WeaponEnt, data:GetAttachment())
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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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