187 lines
4.9 KiB
Lua
187 lines
4.9 KiB
Lua
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local GlowMat = Material( "sprites/light_glow02_add" )
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local FireMat = Material( "effects/fire_cloud1" )
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local HeatMat = Material( "sprites/heatwave" )
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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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self.LifeTime = data:GetMagnitude()
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self.DieTime = CurTime() + self.LifeTime
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if not IsValid( self.Entity ) then return end
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local Pos, Dir = self:GetPosition()
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self.Emitter = ParticleEmitter( Pos, false )
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self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 )
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local Pos, Dir = self:GetPosition()
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for i = 1,10 do
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self:MakeFlameStream( self.Emitter, self.Entity, Pos, Dir )
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end
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end
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function EFFECT:GetPosition()
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local ent = self.Entity
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if not IsValid( ent ) then return vector_origin, vector_origin end
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local Pos = ent:GetPos()
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local Dir = ent:GetForward()
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local Target = ent:GetTarget()
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local Attachment = ent:GetTargetAttachment()
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if IsValid( Target ) and Attachment ~= "" then
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local ID = Target:LookupAttachment( Attachment )
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local Muzzle = Target:GetAttachment( ID )
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if not Muzzle then return vector_origin, vector_origin end
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Pos = Muzzle.Pos
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Dir = Muzzle.Ang:Forward()
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end
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return Pos, Dir
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end
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function EFFECT:MakeFlameStream( emitter, ent, pos, dir )
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local vel = ent:GetTargetVelocity()
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local Alpha = 100 - vel:Length() / 2
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if Alpha > 1 then
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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( VectorRand() * 60 + dir * 200 )
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particle:SetDieTime( math.Rand(0.8,1.2) )
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particle:SetAirResistance( 400 )
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particle:SetStartAlpha( Alpha )
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particle:SetStartSize( 2 )
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particle:SetEndSize( 20 )
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particle:SetRoll( math.Rand( -2, 2 ) )
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particle:SetRollDelta( math.Rand( -2, 2 ) )
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particle:SetColor( 0, 0, 0 )
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particle:SetGravity( Vector( 0, 0, 100 ) )
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particle:SetCollide( false )
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end
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end
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local particle = emitter:Add( "effects/lvs_base/fire", pos )
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if particle then
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particle:SetVelocity( VectorRand() * 60 + dir * math.Rand(100,200) + vel )
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particle:SetDieTime( math.Rand(0.75,1.5) )
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particle:SetAirResistance( 40 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 1 )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-3,3) )
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particle:SetRollDelta( math.Rand(-6,6) )
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particle:SetColor( 255, 255, 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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local particle = emitter:Add( "effects/lvs_base/fire", pos )
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if particle then
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particle:SetVelocity( dir * 70 + vel )
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particle:SetDieTime( 0.2 )
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particle:SetAirResistance( 0 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 5 )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-1,1) * 180 )
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particle:SetColor( 255,255,255 )
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particle:SetGravity( Vector( 0, 0, 100 ) )
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particle:SetCollide( false )
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end
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos )
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if particle then
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particle:SetVelocity( dir * 40 + vel )
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particle:SetDieTime( 0.2 )
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particle:SetAirResistance( 0 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 2 )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-1,1) * 180 )
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particle:SetColor( 255,255,255 )
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particle:SetGravity( Vector( 0, 0, 100 ) )
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particle:SetCollide( false )
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end
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end
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function EFFECT:Think()
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local ent = self.Entity
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local emitter = self.Emitter
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local T = CurTime()
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if IsValid( ent ) and (self.DieTime or 0) > T then
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if (self.nextDFX or 0) < T then
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self.nextDFX = T + 0.01
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local Pos, Dir = self:GetPosition()
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self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 )
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end
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return true
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end
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if emitter then
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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 Scale = (self.DieTime - CurTime()) / self.LifeTime
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local invScaleExp = (1 - Scale) ^ 2
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local Pos, Dir = self:GetPosition()
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local scroll = -CurTime() * 5
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local Up = Dir + VectorRand() * 0.08
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render.UpdateRefractTexture()
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render.SetMaterial( HeatMat )
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render.StartBeam( 3 )
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render.AddBeam( Pos, 8 * invScaleExp, scroll, Color( 0, 0, 255, 200 ) )
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render.AddBeam( Pos + Up * 32 * invScaleExp, 32 * invScaleExp, scroll + 2, color_white )
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render.AddBeam( Pos + Up * 128 * invScaleExp, 32 * invScaleExp, scroll + 5, Color( 0, 0, 0, 0 ) )
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render.EndBeam()
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local A = Scale ^ 2
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local Size = Scale * 64
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render.SetMaterial( GlowMat )
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render.DrawSprite( Pos, Size, Size, Color( 255 * A, 150 * A, 75 * A, 255 * A) )
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end
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