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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local RicochetColor = Color(255, 255, 255, 255)
local RicochetIDOffset = 33
local RicochetMat = Material("effects/yellowflare")
local cv_gv = GetConVar("sv_gravity")
local cv_sl = GetConVar("cl_tfa_fx_impact_ricochet_sparklife")
local cv_sc = GetConVar("cl_tfa_fx_impact_ricochet_sparks")
function EFFECT:Init(data)
self.StartPos = data:GetOrigin()
self.Dir = data:GetNormal()
self.Dir:Normalize()
self.Len = 128
self.EndPos = self.StartPos + self.Dir * self.Len
self.LifeTime = 0.1
self.DieTime = CurTime() + self.LifeTime
self.Grav = Vector(0, 0, -cv_gv:GetFloat())
self.PartMult = data:GetMagnitude()
self.SparkLife = cv_sl:GetFloat()
local emitter = ParticleEmitter(self.StartPos)
--Sparks
for _ = 1, cv_sc:GetInt() * self.PartMult do
local part = emitter:Add("effects/yellowflare", self.StartPos)
part:SetVelocity((self.Dir + VectorRand() * 0.5) * math.Rand(75, 185))
part:SetDieTime(math.Rand(0.25, 1) * self.SparkLife)
part:SetStartAlpha(255)
part:SetStartSize(math.Rand(2, 4))
part:SetEndSize(0)
part:SetRoll(0)
part:SetGravity(self.Grav)
part:SetCollide(true)
part:SetBounce(0.55)
part:SetAirResistance(0.5)
part:SetStartLength(0.2)
part:SetEndLength(0)
part:SetVelocityScale(true)
part:SetCollide(true)
end
--Impact
local part = emitter:Add("effects/yellowflare", self.StartPos)
part:SetStartAlpha(225)
part:SetStartSize(64)
part:SetDieTime(self.LifeTime)
part:SetEndSize(0)
part:SetEndAlpha(0)
part:SetRoll(math.Rand(0, 360))
part = emitter:Add("effects/yellowflare", self.StartPos)
part:SetStartAlpha(255)
part:SetStartSize(30 * self.PartMult)
part:SetDieTime(self.LifeTime * 1.5)
part:SetEndSize(0)
part:SetEndAlpha(0)
part:SetRoll(math.Rand(0, 360))
emitter:Finish()
local dlight = DynamicLight(LocalPlayer():EntIndex() + RicochetIDOffset)
if (dlight) then
dlight.Pos = self.StartPos
dlight.r = 255
dlight.g = 225
dlight.b = 185
dlight.Brightness = 2.75 * self.PartMult
dlight.size = 48
--dlight.DieTime = CurTime() + self.DieTime*0.7
dlight.Decay = 1000 / math.max(0.01, math.min(self.SparkLife * 0.66, 1))
end
end
function EFFECT:Think()
if self.DieTime and (CurTime() > self.DieTime) then return false end
return true
end
function EFFECT:Render()
if self.DieTime then
local fDelta = (self.DieTime - CurTime()) / self.LifeTime
fDelta = math.Clamp(fDelta, 0, 1)
render.SetMaterial(RicochetMat)
local color = ColorAlpha(RicochetColor, 255 * fDelta)
local precision = 16
local i = 1
while i <= precision do
render.DrawBeam(self.StartPos + self.Dir * self.Len * ((i - 1) / precision), self.StartPos + self.Dir * self.Len * (i / precision), 8 * fDelta * (1 - i / precision), 0.5, 0.5, color)
i = i + 1
end
end
end