77 lines
2.0 KiB
Lua
77 lines
2.0 KiB
Lua
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local MuzzleFX = Material("sprites/strider_blackball")
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local BeamFX = Material("sprites/bluelaser1")
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local WarpFX = Material("particle/warp5_warp")
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function EFFECT:Init( data )
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self.Ent = data:GetEntity()
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if not IsValid( self.Ent ) then return end
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self.LifeTime = 0.2
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self.DieTime = CurTime() + self.LifeTime
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self.Ent:EmitSound( "NPC_Strider.Shoot" )
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self:SetRenderBoundsWS( self.Ent:GetPos(), self.Ent:GetPos() - self.Ent:GetUp() * 50000 )
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end
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function EFFECT:Think()
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if (self.DieTime or 0) < CurTime() then
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self:DoImpactEffect()
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return false
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end
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return true
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end
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function EFFECT:DoImpactEffect()
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if not IsValid( self.Ent ) then return end
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local Muzzle = self.Ent:GetAttachment( self.Ent:LookupAttachment( "bellygun" ) )
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if not Muzzle then return end
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local trace = util.TraceLine( {
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start = Muzzle.Pos,
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endpos = Muzzle.Pos + self.Ent:GetAimVector() * 50000,
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mask = MASK_SOLID_BRUSHONLY
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} )
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local effectdata = EffectData()
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effectdata:SetOrigin( trace.HitPos + trace.HitNormal )
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effectdata:SetRadius( 256 )
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effectdata:SetNormal( trace.HitNormal )
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util.Effect( "AR2Explosion", effectdata, true, true )
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end
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function EFFECT:Render()
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if not IsValid( self.Ent ) then return end
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local Muzzle = self.Ent:GetAttachment( self.Ent:LookupAttachment( "bellygun" ) )
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if not Muzzle then return end
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local T = CurTime()
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local Delta = ((T + self.LifeTime) - self.DieTime) / self.LifeTime
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local trace = util.TraceLine( {
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start = Muzzle.Pos,
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endpos = Muzzle.Pos + self.Ent:GetAimVector() * 50000,
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mask = MASK_SOLID_BRUSHONLY
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} )
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self:SetRenderBoundsWS( Muzzle.Pos, trace.HitPos )
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render.SetMaterial( BeamFX )
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render.DrawBeam( Muzzle.Pos, trace.HitPos, (Delta ^ 2) * 64, 0, 1, Color( 255, 255, 255 ) )
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local Sub = trace.HitPos - Muzzle.Pos
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local Dir = Sub:GetNormalized()
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local Dist = Sub:Length()
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local Scale = 512 - Delta * 512
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render.SetMaterial( WarpFX )
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render.DrawSprite( Muzzle.Pos + Dir * Dist * Delta, Scale, Scale, Color( 255, 255, 255, 255) )
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end
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