local MuzzleFX = Material("sprites/strider_blackball") local BeamFX = Material("sprites/bluelaser1") local WarpFX = Material("particle/warp5_warp") function EFFECT:Init( data ) self.Ent = data:GetEntity() if not IsValid( self.Ent ) then return end self.LifeTime = 2 self.DieTime = CurTime() + self.LifeTime self.Ent:EmitSound( "NPC_Strider.Charge" ) self:SetRenderBoundsWS( self.Ent:GetPos(), self.Ent:GetPos() - self.Ent:GetUp() * 50000 ) end function EFFECT:Think() if (self.DieTime or 0) < CurTime() then return false end return true end function EFFECT:Render() if not IsValid( self.Ent ) then return end local Muzzle = self.Ent:GetAttachment( self.Ent:LookupAttachment( "bellygun" ) ) if not Muzzle then return end local T = CurTime() local Delta = ((T + self.LifeTime) - self.DieTime) / self.LifeTime local trace = util.TraceLine( { start = Muzzle.Pos, endpos = Muzzle.Pos + self.Ent:GetAimVector() * 50000, mask = MASK_SOLID_BRUSHONLY } ) self:SetRenderBoundsWS( Muzzle.Pos, trace.HitPos ) render.SetMaterial( MuzzleFX ) render.DrawSprite( Muzzle.Pos, Delta * 32, Delta * 32, Color( 255, 255, 255, Delta * 255) ) render.SetMaterial( BeamFX ) render.DrawBeam( Muzzle.Pos, trace.HitPos, (Delta ^ 2) * 64, 0, 1, Color( 255, 255, 255 ) ) render.SetMaterial( WarpFX ) render.DrawSprite( Muzzle.Pos, (Delta ^ 2) * 256, (Delta ^ 2) * 256, Color( 255, 255, 255, 100) ) local dlight = DynamicLight( self:EntIndex() * 1337 ) if dlight then dlight.pos = Muzzle.Pos dlight.r = 0 dlight.g = 255 dlight.b = 255 dlight.brightness = Delta * 10 dlight.Decay = 100 dlight.Size = 128 dlight.DieTime = CurTime() + 0.2 end end