Files
VnUtest/garrysmod/addons/lvs_base/lua/effects/lvs_physics_impact.lua
2026-03-31 10:27:04 +03:00

90 lines
2.1 KiB
Lua

local Materials = {
"particle/smokesprites_0001",
"particle/smokesprites_0002",
"particle/smokesprites_0003",
"particle/smokesprites_0004",
"particle/smokesprites_0005",
"particle/smokesprites_0006",
"particle/smokesprites_0007",
"particle/smokesprites_0008",
"particle/smokesprites_0009",
"particle/smokesprites_0010",
"particle/smokesprites_0011",
"particle/smokesprites_0012",
"particle/smokesprites_0013",
"particle/smokesprites_0014",
"particle/smokesprites_0015",
"particle/smokesprites_0016"
}
function EFFECT:Init( data )
if not LVS.ShowPhysicsEffects then return end
local dir = data:GetNormal()
local pos = data:GetOrigin() + dir
local emitter = ParticleEmitter( pos, false )
for i = 0, 10 do
local particle = emitter:Add( "effects/spark", pos )
local vel = VectorRand() * 75 + dir * 75 + Vector(0,0,100)
if not particle then continue end
particle:SetVelocity( vel )
particle:SetDieTime( math.Rand(2.5,5) )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
particle:SetStartLength( 6 )
particle:SetEndLength(0)
particle:SetStartSize( 3 )
particle:SetEndSize( 0 )
particle:SetRoll( math.Rand(-5,5) )
particle:SetColor( 255, 200, 50 )
particle:SetGravity( Vector(0,0,-600) )
particle:SetCollide( true )
end
local smoke = emitter:Add( Materials[ math.random(1, #Materials ) ], pos )
if smoke then
smoke:SetVelocity( dir * 30 + VectorRand() * 15 )
smoke:SetDieTime( math.Rand(1.5,3) )
smoke:SetAirResistance( 100 )
smoke:SetStartAlpha( 100 )
smoke:SetEndAlpha( 0 )
smoke:SetStartSize( 15 )
smoke:SetEndSize( 30 )
smoke:SetColor(30,30,30)
smoke:SetGravity(Vector(0,0,40))
smoke:SetCollide( false )
smoke:SetRollDelta( math.Rand(-1,1) )
end
local flash = emitter:Add( "effects/yellowflare",pos )
if flash then
flash:SetPos( pos )
flash:SetStartAlpha( 200 )
flash:SetEndAlpha( 0 )
flash:SetColor( 255, 200, 0 )
flash:SetEndSize( 100 )
flash:SetDieTime( 0.1 )
flash:SetStartSize( 0 )
end
emitter:Finish()
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end