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