91 lines
2.7 KiB
Lua
91 lines
2.7 KiB
Lua
local RicochetColor = Color(255, 255, 255, 255)
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local RicochetIDOffset = 33
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local RicochetMat = Material("effects/yellowflare")
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local cv_gv = GetConVar("sv_gravity")
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local cv_sl = GetConVar("cl_tfa_fx_impact_ricochet_sparklife")
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local cv_sc = GetConVar("cl_tfa_fx_impact_ricochet_sparks")
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function EFFECT:Init(data)
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self.StartPos = data:GetOrigin()
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self.Dir = data:GetNormal()
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self.Dir:Normalize()
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self.Len = 128
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self.EndPos = self.StartPos + self.Dir * self.Len
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self.LifeTime = 0.1
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self.DieTime = CurTime() + self.LifeTime
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self.Grav = Vector(0, 0, -cv_gv:GetFloat())
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self.PartMult = data:GetMagnitude()
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self.SparkLife = cv_sl:GetFloat()
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local emitter = ParticleEmitter(self.StartPos)
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--Sparks
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for _ = 1, cv_sc:GetInt() * self.PartMult do
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local part = emitter:Add("effects/yellowflare", self.StartPos)
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part:SetVelocity((self.Dir + VectorRand() * 0.5) * math.Rand(75, 185))
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part:SetDieTime(math.Rand(0.25, 1) * self.SparkLife)
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part:SetStartAlpha(255)
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part:SetStartSize(math.Rand(2, 4))
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part:SetEndSize(0)
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part:SetRoll(0)
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part:SetGravity(self.Grav)
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part:SetCollide(true)
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part:SetBounce(0.55)
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part:SetAirResistance(0.5)
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part:SetStartLength(0.2)
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part:SetEndLength(0)
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part:SetVelocityScale(true)
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part:SetCollide(true)
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end
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--Impact
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local part = emitter:Add("effects/yellowflare", self.StartPos)
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part:SetStartAlpha(225)
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part:SetStartSize(64)
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part:SetDieTime(self.LifeTime)
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part:SetEndSize(0)
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part:SetEndAlpha(0)
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part:SetRoll(math.Rand(0, 360))
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part = emitter:Add("effects/yellowflare", self.StartPos)
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part:SetStartAlpha(255)
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part:SetStartSize(30 * self.PartMult)
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part:SetDieTime(self.LifeTime * 1.5)
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part:SetEndSize(0)
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part:SetEndAlpha(0)
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part:SetRoll(math.Rand(0, 360))
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emitter:Finish()
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local dlight = DynamicLight(LocalPlayer():EntIndex() + RicochetIDOffset)
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if (dlight) then
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dlight.Pos = self.StartPos
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dlight.r = 255
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dlight.g = 225
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dlight.b = 185
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dlight.Brightness = 2.75 * self.PartMult
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dlight.size = 48
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--dlight.DieTime = CurTime() + self.DieTime*0.7
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dlight.Decay = 1000 / math.max(0.01, math.min(self.SparkLife * 0.66, 1))
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end
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end
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function EFFECT:Think()
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if self.DieTime and (CurTime() > self.DieTime) then return false end
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return true
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end
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function EFFECT:Render()
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if self.DieTime then
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local fDelta = (self.DieTime - CurTime()) / self.LifeTime
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fDelta = math.Clamp(fDelta, 0, 1)
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render.SetMaterial(RicochetMat)
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local color = ColorAlpha(RicochetColor, 255 * fDelta)
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local precision = 16
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local i = 1
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while i <= precision do
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render.DrawBeam(self.StartPos + self.Dir * self.Len * ((i - 1) / precision), self.StartPos + self.Dir * self.Len * (i / precision), 8 * fDelta * (1 - i / precision), 0.5, 0.5, color)
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i = i + 1
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end
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end
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end
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