183 lines
5.1 KiB
Lua
183 lines
5.1 KiB
Lua
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EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
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EFFECT.SmokeMat = {
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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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EFFECT.DustMat = {
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"effects/lvs_base/particle_debris_01",
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"effects/lvs_base/particle_debris_02",
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}
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function EFFECT:Init( data )
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local pos = data:GetOrigin()
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local dir = data:GetNormal()
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local scale = data:GetMagnitude()
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self.LifeTime = 0.35
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self.DieTime = CurTime() + self.LifeTime
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self.Pos = pos
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self.Scale = scale
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sound.Play( "weapons/shotgun/shotgun_fire6.wav", pos, 75, 150, 1 )
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local VecCol = (render.GetLightColor( pos + dir ) * 0.5 + Vector(0.2,0.18,0.15)) * 255
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local emitter = ParticleEmitter( pos, false )
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for i = 0,20 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos )
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if not particle then continue end
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particle:SetVelocity( VectorRand() * 500 * scale )
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particle:SetDieTime( math.Rand(0.4,0.6) )
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particle:SetAirResistance( 500 )
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particle:SetStartAlpha( 100 )
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particle:SetStartSize( 40 * scale )
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particle:SetEndSize( 200 * scale )
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particle:SetRollDelta( math.Rand(-1,1) )
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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:SetGravity( Vector(0,0,1200) )
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particle:SetCollide( true )
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end
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for i = 1,12 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos )
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if not particle then continue end
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local ang = i * 30
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local X = math.cos( math.rad(ang) )
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local Y = math.sin( math.rad(ang) )
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local Vel = Vector(X,Y,0) * 1000
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Vel:Rotate( dir:Angle() + Angle(90,0,0) )
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particle:SetVelocity( Vel * scale )
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particle:SetDieTime( math.Rand(0.6,0.8) )
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particle:SetAirResistance( 500 )
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particle:SetStartAlpha( 100 )
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particle:SetStartSize( 30 * scale )
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particle:SetEndSize( 60 * scale )
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particle:SetRollDelta( math.Rand(-1,1) )
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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:SetGravity( Vector(0,0,600) )
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particle:SetCollide( true )
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end
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for i = 0, 15 do
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos )
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if not particle then continue end
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particle:SetVelocity( VectorRand() * 400 * scale )
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particle:SetDieTime( math.Rand(0.2,0.3) )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( 60 * scale )
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particle:SetEndSize( 10 * scale )
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particle:SetColor( 255, 255, 255 )
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particle:SetGravity( dir * 2500 )
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particle:SetRollDelta( math.Rand(-5,5) )
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particle:SetAirResistance( 300 )
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end
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for i = 0, 5 do
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos)
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if not particle then continue end
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetColor( 255, 255, 255 )
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particle:SetGravity( Vector(0,0,0) )
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local size = math.Rand(2, 12) * scale
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particle:SetEndSize( size )
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particle:SetStartSize( size )
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particle:SetStartLength( 100 * scale )
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particle:SetEndLength( size )
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particle:SetDieTime( math.Rand(0.1,0.2) )
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particle:SetVelocity( (dir * 2000 + VectorRand() * 1000) * scale )
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particle:SetAirResistance( 0 )
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end
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for i = 0, 40 do
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local particle = emitter:Add( "effects/fire_embers"..math.random(1,2), pos )
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if not particle then continue end
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particle:SetVelocity( VectorRand() * 400 * scale )
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particle:SetDieTime( math.Rand(0.4,0.6) )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( 20 * scale )
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particle:SetEndSize( 0 )
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particle:SetColor( 255, 255, 255 )
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particle:SetGravity( Vector(0,0,600) )
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particle:SetRollDelta( math.Rand(-8,8) )
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particle:SetAirResistance( 300 )
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end
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if dir.z > 0.8 then
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for i = 0,60 do
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local particle = emitter:Add( "effects/fleck_cement"..math.random(1,2), pos )
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local vel = dir * math.Rand(600,1000) + VectorRand() * 200
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if not particle then continue end
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particle:SetVelocity( vel * scale )
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particle:SetDieTime( math.Rand(10,15) )
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particle:SetAirResistance( 10 )
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particle:SetStartAlpha( 255 )
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local size = math.Rand(2, 4) * scale
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particle:SetEndSize( size )
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particle:SetStartSize( size )
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particle:SetRoll( math.Rand(-1,1) )
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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:SetGravity( Vector( 0, 0, -600 ) )
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particle:SetCollide( true )
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particle:SetBounce( 0.3 )
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end
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end
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emitter:Finish()
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end
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function EFFECT:Think()
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if self.DieTime < CurTime() 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 not self.Scale then return end
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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local R1 = 800 * self.Scale
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render.SetMaterial( self.GlowMat )
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render.DrawSprite( self.Pos, R1 * Scale, R1 * Scale, Color( 255, 200, 150, 255) )
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end
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