add sborka
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123
garrysmod/addons/tfa_base/lua/effects/tfa_tracer_gauss/init.lua
Normal file
123
garrysmod/addons/tfa_base/lua/effects/tfa_tracer_gauss/init.lua
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local vector_origin = Vector()
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EFFECT.Thickness = 16
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EFFECT.Life = 0.25
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EFFECT.RotVelocity = 30
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EFFECT.InValid = false
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local Mat_Impact = Material("effects/combinemuzzle2")
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local Mat_Beam = Material("effects/tool_tracer")
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local Mat_TracePart = Material("effects/select_ring")
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function EFFECT:Init(data)
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self.Position = data:GetStart()
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self.WeaponEnt = data:GetEntity()
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self.Attachment = data:GetAttachment()
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if IsValid(self.WeaponEnt) and self.WeaponEnt.GetMuzzleAttachment then
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self.Attachment = self.WeaponEnt:GetMuzzleAttachment()
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end
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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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if not IsValid(owent) then
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owent = self.WeaponEnt:GetParent()
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end
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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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local angpos
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if IsValid(self.WeaponEnt) then
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angpos = self.WeaponEnt:GetAttachment(self.Attachment)
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end
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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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if IsValid(owent) and self.Position:Distance(owent:EyePos()) > 72 then
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self.WeaponEnt = nil
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end
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self.StartPos = self:GetTracerShootPos(self.WeaponEnt and angpos.Pos or self.Position, self.WeaponEnt, self.Attachment)
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self.EndPos = data:GetOrigin()
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self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos)
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self.Normal = (self.EndPos - self.StartPos):GetNormalized()
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self.StartTime = 0
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self.LifeTime = self.Life
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self.data = data
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self.rot = 0
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end
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function EFFECT:Think()
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if self.InValid then return false end
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self.LifeTime = self.LifeTime - FrameTime()
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self.StartTime = self.StartTime + FrameTime()
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return self.LifeTime > 0
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end
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local beamcol = table.Copy(color_white)
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local beamcol2 = Color(0, 225, 255, 255)
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function EFFECT:Render()
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if self.InValid then return false end
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self.StartPos = self:GetTracerShootPos(self.StartPos, self.WeaponEnt, self.Attachment)
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local startPos = self.StartPos
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local endPos = self.EndPos
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local tracerpos
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beamcol.a = self.LifeTime / self.Life * 255
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self.rot = self.rot + FrameTime() * self.RotVelocity
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render.SetMaterial(Mat_Impact)
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render.DrawSprite(endPos, 12, 12, ColorAlpha(color_white, beamcol.a))
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render.SetMaterial(Mat_TracePart)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life - 0.1, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot - 60)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life - 0.05, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot - 30)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life + 0.05, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot + 30)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life + 0.1, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot + 60)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life + 0.15, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot + 30)
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tracerpos = Lerp(math.Clamp(self.LifeTime / self.Life + 0.2, 0, 1), endPos, startPos)
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render.DrawQuadEasy(tracerpos, self.Normal, 12, 12, beamcol2, self.rot + 60)
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render.SetMaterial(Mat_Beam)
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render.DrawBeam(startPos, endPos, self.Thickness, 0 + beamcol.a / 128, endPos:Distance(startPos) / 64 + beamcol.a / 128, beamcol)
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end
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