93 lines
2.2 KiB
Lua
93 lines
2.2 KiB
Lua
EFFECT.Offset = Vector(-8,0,0)
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local GlowMat = Material( "effects/select_ring" )
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function EFFECT:Init( data )
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self.Entity = data:GetEntity()
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if IsValid( self.Entity ) then
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self.OldPos = self.Entity:LocalToWorld( self.Offset )
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self.Emitter = ParticleEmitter( self.Entity:LocalToWorld( self.OldPos ), false )
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end
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end
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function EFFECT:doFX( pos )
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if not IsValid( self.Entity ) then return end
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if IsValid( self.Emitter ) then
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local emitter = self.Emitter
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos )
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if particle then
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particle:SetVelocity( -self.Entity:GetForward() * math.Rand(250,800) + self.Entity:GetVelocity())
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particle:SetDieTime( 1 )
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particle:SetAirResistance( 0 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 8 )
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particle:SetEndSize( 1 )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( 0,0,255 )
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particle:SetGravity( Vector( 0, 0, 600 ) )
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particle:SetCollide( false )
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end
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Entity:GetPos() )
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if particle then
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particle:SetVelocity( -self.Entity:GetForward() * 200 + VectorRand() * 50 )
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particle:SetDieTime( 1 )
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particle:SetAirResistance( 600 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 6 )
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particle:SetEndSize( 2 )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( 0,0,255 )
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particle:SetGravity( Vector( 0, 0, 600 ) )
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particle:SetCollide( false )
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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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if IsValid( self.Entity ) then
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self.nextDFX = self.nextDFX or 0
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if self.nextDFX < CurTime() then
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self.nextDFX = CurTime() + 0.02
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local oldpos = self.OldPos
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local newpos = self.Entity:LocalToWorld( self.Offset )
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self:SetPos( newpos )
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local Sub = (newpos - oldpos)
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local Dir = Sub:GetNormalized()
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local Len = Sub:Length()
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self.OldPos = newpos
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for i = 0, Len, 45 do
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local pos = oldpos + Dir * i
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self:doFX( pos )
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end
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end
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return true
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end
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if IsValid( self.Emitter ) then
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self.Emitter:Finish()
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end
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return false
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end
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function EFFECT:Render()
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local ent = self.Entity
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local pos = ent:LocalToWorld( self.Offset )
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render.SetMaterial( GlowMat )
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render.DrawSprite( pos, 100, 100, Color( 0, 127, 255, 50 ) )
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end
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