109 lines
2.7 KiB
Lua
109 lines
2.7 KiB
Lua
local MatBeam = Material( "effects/lvs_base/spark" )
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local GlowMat = Material( "sprites/light_glow02_add" )
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local Materials = {
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"particle/smokesprites_0001",
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"particle/smokesprites_0002",
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"particle/smokesprites_0003",
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"particle/smokesprites_0004",
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"particle/smokesprites_0005",
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"particle/smokesprites_0006",
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"particle/smokesprites_0007",
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"particle/smokesprites_0008",
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"particle/smokesprites_0009",
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"particle/smokesprites_0010",
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"particle/smokesprites_0011",
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"particle/smokesprites_0012",
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"particle/smokesprites_0013",
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"particle/smokesprites_0014",
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"particle/smokesprites_0015",
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"particle/smokesprites_0016"
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}
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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:GetPos()
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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 VecCol = (render.GetLightColor( pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255
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local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos )
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if particle then
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particle:SetVelocity( -self.Entity:GetForward() * 1500 + VectorRand() * 10 )
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particle:SetDieTime( math.Rand(0.05,1) )
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particle:SetAirResistance( 250 )
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particle:SetStartAlpha( 100 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( 0 )
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particle:SetEndSize( 30 )
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particle:SetRollDelta( 1 )
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particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
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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:GetPos()
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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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if not IsValid( ent ) then return end
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local pos = ent:GetPos()
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local dir = ent:GetForward()
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local len = 250
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render.SetMaterial( MatBeam )
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render.DrawBeam( pos - dir * len, pos + dir * len * 0.1, 32, 1, 0, Color( 100, 100, 100, 100 ) )
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render.DrawBeam( pos - dir * len * 0.5, pos + dir * len * 0.1, 16, 1, 0, Color( 255, 255, 255, 255 ) )
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render.SetMaterial( GlowMat )
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render.DrawSprite( pos, 250, 250, Color( 100, 100, 100, 255 ) )
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end
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