EFFECT.WaterWake = Material("effects/splashwake1") function EFFECT:Init( data ) local Pos = data:GetOrigin() + Vector(0,0,1) local Ent = data:GetEntity() self.Size = data:GetMagnitude() if not IsValid( Ent ) then return end self.LifeTime = 1 self.DieTime = CurTime() + self.LifeTime local RainFX = data:GetFlags() == 1 if RainFX then self.Size = self.Size * 2 else self.Splash = { Pos = Pos, Mat = self.WaterWake, RandomAng = math.random(0,360), } end local LightColor = render.GetLightColor( Pos ) self.VecCol = Vector(1,1.2,1.4) * (0.06 + (0.2126 * LightColor.r) + (0.7152 * LightColor.g) + (0.0722 * LightColor.b)) * 1000 self.VecCol.x = math.min( self.VecCol.x, 255 ) self.VecCol.y = math.min( self.VecCol.y, 255 ) self.VecCol.z = math.min( self.VecCol.z, 255 ) local emitter = Ent:GetParticleEmitter( Ent:GetPos() ) local Vel = Ent:GetVelocity():Length() for i = 1, 3 do if emitter and emitter.Add then local particle = emitter:Add( "effects/splash4", Pos + VectorRand() * self.Size * 0.1 ) if not particle then continue end particle:SetVelocity( Vector(0,0,math.Clamp(Vel / 100,100,250)) ) particle:SetDieTime( 0.25 + math.min(Vel / 500,0.2) ) particle:SetAirResistance( 60 ) particle:SetStartAlpha( RainFX and 5 or 150 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( self.Size * 0.2 ) particle:SetEndSize( self.Size ) particle:SetRollDelta( math.Rand(-1,1) * 5 ) particle:SetColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ) ) particle:SetGravity( Vector( 0, 0, -600 ) ) particle:SetCollide( false ) end end end function EFFECT:Think() if CurTime() > self.DieTime then return false end return true end function EFFECT:Render() if not self.Splash or not self.LifeTime or not self.VecCol then return end local Scale = 1 - (self.DieTime - CurTime()) / self.LifeTime local Alpha = math.max( 100 - 150 * Scale ^ 2, 0 ) if Alpha <= 0 then return end local Size = (self.Size + self.Size * Scale) * 1.5 cam.Start3D2D( self.Splash.Pos, Angle(0,0,0), 1 ) surface.SetMaterial( self.Splash.Mat ) surface.SetDrawColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ), Alpha ) surface.DrawTexturedRectRotated( 0, 0, Size, Size, self.Splash.RandomAng ) cam.End3D2D() end