add sborka
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@@ -0,0 +1,89 @@
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local vector_origin = Vector()
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EFFECT.SmokeParticle = "tfa_ins2_shell_eject"
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local upVec = Vector(0, 0, 1)
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function EFFECT:ComputeSmokeLighting(part, pos)
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if not IsValid(part) then return end
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local licht = render.ComputeLighting(pos + upVec * 2, upVec)
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local lichtFloat = math.Clamp((licht.r + licht.g + licht.b) / 3, 0, TFA.Particles.SmokeLightingClamp) / TFA.Particles.SmokeLightingClamp
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local lichtFinal = LerpVector(lichtFloat, TFA.Particles.SmokeLightingMin, TFA.Particles.SmokeLightingMax)
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lichtFinal.x = math.sqrt(math.Clamp(lichtFinal.x-0.2,0,0.8)) / 0.8
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lichtFinal.y = math.sqrt(math.Clamp(lichtFinal.y-0.2,0,0.8)) / 0.8
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lichtFinal.z = math.sqrt(math.Clamp(lichtFinal.z-0.2,0,0.8)) / 0.8
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part:SetControlPoint(1, lichtFinal)
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end
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function EFFECT:Init(data)
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if not TFA.GetEJSmokeEnabled() then return end
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self.WeaponEnt = data:GetEntity()
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if not IsValid(self.WeaponEnt) then return end
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self.WeaponEntOG = self.WeaponEnt
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self.Attachment = data:GetAttachment()
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local owent = self.WeaponEnt:GetOwner()
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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 = owent:GetActiveWeapon()
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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.ShellAttachment then
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self.Attachment = self.WeaponEnt:LookupAttachment(self.WeaponEntOG.ShellAttachment)
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if not self.Attachment or self.Attachment <= 0 then
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self.Attachment = 2
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end
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if self.WeaponEntOG:GetStatL("IsAkimbo") then
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self.Attachment = 3 + self.WeaponEntOG:GetAnimCycle()
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end
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if self.WeaponEntOG.ShellAttachmentRaw then
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self.Attachment = self.WeaponEntOG.ShellAttachmentRaw
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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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local PCFSmoke = CreateParticleSystem(self.WeaponEnt, self.SmokeParticle, PATTACH_POINT_FOLLOW, self.Attachment)
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if IsValid(PCFSmoke) then
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self:ComputeSmokeLighting(PCFSmoke, angpos.Pos)
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PCFSmoke:StartEmission()
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timer.Simple(0.2, function()
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if IsValid(PCFSmoke) then
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PCFSmoke:StopEmission(false,true)
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end
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end)
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end
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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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