EFFECT.StartPos = Vector(0, 0, 0) EFFECT.EndPos = Vector(0, 0, 0) EFFECT.StartTime = 0 EFFECT.LifeTime = 0.15 EFFECT.LifeTime2 = 0.15 EFFECT.DieTime = 0 EFFECT.Color = Color(255, 255, 255) EFFECT.Speed = 5000 local head = Material("particle/fire") local tracer = Material("tacrp/tracer") function EFFECT:Init(data) local hit = data:GetOrigin() local wep = data:GetEntity() if !IsValid(wep) then return end local tacrp = wep.ArcticTacRP and wep.GetValue local start = data:GetStart() if wep:GetOwner() == LocalPlayer() and tacrp and wep:GetValue("ScopeHideWeapon") and wep:IsInScope() then start = EyePos() + EyeAngles():Right() * wep.PassivePos.x + EyeAngles():Forward() * wep.PassivePos.y + EyeAngles():Up() * wep.PassivePos.z elseif wep.GetTracerOrigin then start = wep:GetTracerOrigin() end if !start then start = wep:GetPos() -- ??? end local diff = hit - start local dist = diff:Length() if !tacrp then self.Speed = 15000 elseif TacRP.ConVars["physbullet"]:GetBool() then self.Speed = math.max(wep:GetValue("MuzzleVelocity") or data:GetScale(), 5000) else self.Speed = math.max(wep:GetValue("MuzzleVelocity") or data:GetScale(), dist / 0.4) end self.LifeTime = dist / self.Speed self.StartTime = UnPredictedCurTime() self.DieTime = UnPredictedCurTime() + math.max(self.LifeTime, self.LifeTime2) self.StartPos = start self.EndPos = hit self.Dir = diff:GetNormalized() end function EFFECT:Think() return self.DieTime > UnPredictedCurTime() end function EFFECT:Render() if !self.Dir then return end local d = (UnPredictedCurTime() - self.StartTime) / self.LifeTime local startpos = self.StartPos + (d * 0.2 * (self.EndPos - self.StartPos)) local endpos = self.StartPos + (d * (self.EndPos - self.StartPos)) --[[] local col = LerpColor(d, self.Color, Color(0, 0, 0, 0)) local col2 = LerpColor(d2, Color(255, 255, 255, 255), Color(0, 0, 0, 0)) render.SetMaterial(head) render.DrawSprite(endpos, size * 3, size * 3, col) render.SetMaterial(tracer) render.DrawBeam(endpos, startpos, size, 0, 1, col) ]] local size = math.Clamp(math.log(EyePos():DistToSqr(endpos) - math.pow(256, 2)), 0, math.huge) local vel = self.Dir * self.Speed - LocalPlayer():GetVelocity() local dot = math.abs(EyeAngles():Forward():Dot(vel:GetNormalized())) --dot = math.Clamp(((dot * dot) - 0.25) * 5, 0, 1) local headsize = size * dot * 2 -- * math.min(EyePos():DistToSqr(pos) / math.pow(2500, 2), 1) -- cam.Start3D() local col = Color(255, 225, 200) -- local col = Color(255, 225, 200) render.SetMaterial(head) render.DrawSprite(endpos, headsize, headsize, col) -- local tailpos = startpos -- if (endpos - startpos):Length() > 512 then -- tailpos = endpos - self.Dir * 512 -- end local tail = (self.Dir * math.min(self.Speed / 25, 512, (endpos - startpos):Length() - 64)) render.SetMaterial(tracer) render.DrawBeam(endpos, endpos - tail, size * 0.75, 0, 1, col) end