106 lines
2.4 KiB
Lua
106 lines
2.4 KiB
Lua
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EFFECT.GlowMat = Material( "effects/yellowflare" )
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EFFECT.FireMat = Material( "effects/muzzleflash2" )
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function EFFECT:Init( data )
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self.Pos = data:GetOrigin()
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self.Ang = data:GetAngles()
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self.Ent = data:GetEntity()
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local volume = math.Clamp( data:GetMagnitude(), 0, 1 )
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local T = CurTime()
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self.LifeTime = 0.25
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self.LifeTimePop = 0.1
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self.DieTime = T + self.LifeTime
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self.DieTimePop = T + self.LifeTimePop
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self.Scale = math.Rand( 0.25, 1 )
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if not IsValid( self.Ent ) then return end
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local Pos = self.Ent:LocalToWorld( self.Pos )
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self:SetPos( Pos )
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local ply = LocalPlayer()
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if not IsValid( ply ) then return end
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local veh = ply:lvsGetVehicle()
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if IsValid( veh ) and veh == self.Ent then
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local pod = ply:GetVehicle()
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if IsValid( pod ) and not pod:GetThirdPersonMode() then
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sound.Play( "lvs/vehicles/generic/exhaust_pop_interior"..math.random(1,12)..".ogg", Pos, 75, math.random(98,105), volume )
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return
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end
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end
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local dlight = DynamicLight( self.Ent:EntIndex() * math.random(1,4), true )
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if dlight then
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dlight.pos = Pos
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dlight.r = 255
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dlight.g = 180
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dlight.b = 100
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dlight.brightness = 1
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dlight.Decay = 2000
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dlight.Size = 400
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dlight.DieTime = CurTime() + 0.2
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end
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sound.Play( "lvs/vehicles/generic/exhaust_pop"..math.random(1,16)..".ogg", Pos, 75, math.random(98,105), volume )
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end
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function EFFECT:Think()
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if not IsValid( self.Ent ) then return false end
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if self.DieTime < CurTime() then return false end
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self:SetPos( self.Ent:LocalToWorld( self.Pos ) )
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return true
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end
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function EFFECT:Render()
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if not IsValid( self.Ent ) or not self.Pos then return end
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self:RenderSmoke()
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end
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function EFFECT:RenderSmoke()
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if not self.Pos or not self.Ang or not self.Scale then return end
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local T = CurTime()
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local ScalePop = math.Clamp( (self.DieTimePop - T) / self.LifeTimePop, 0, 1 )
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local InvScalePop = 1 - ScalePop
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local Scale = (self.DieTime - T) / self.LifeTime
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local InvScale = 1 - Scale
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local Pos = self.Ent:LocalToWorld( self.Pos )
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local Ang = self.Ent:LocalToWorldAngles( self.Ang )
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local FlameSize = 5 * Scale ^ 2
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render.SetMaterial( self.FireMat )
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for i = 1, 12 do
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render.DrawSprite( Pos + Ang:Forward() * InvScale * 20 + VectorRand() * 2, FlameSize, FlameSize, color_white )
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end
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if InvScalePop <= 0 then return end
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local GlowSize = 60 * InvScalePop * self.Scale
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local A255 = 255 * ScalePop
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render.SetMaterial( self.GlowMat )
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render.DrawSprite( Pos, GlowSize, GlowSize, Color(A255,A255,A255,A255) )
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end
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