Files
VnUtest/garrysmod/addons/lvs_base/lua/effects/lvs_physics_wheelwatersplash.lua
2026-03-31 10:27:04 +03:00

81 lines
2.3 KiB
Lua

EFFECT.WaterWake = Material("effects/splashwake1")
function EFFECT:Init( data )
local Pos = data:GetOrigin() + Vector(0,0,1)
local Ent = data:GetEntity()
self.Size = data:GetMagnitude()
if not IsValid( Ent ) then return end
self.LifeTime = 1
self.DieTime = CurTime() + self.LifeTime
local RainFX = data:GetFlags() == 1
if RainFX then
self.Size = self.Size * 2
else
self.Splash = {
Pos = Pos,
Mat = self.WaterWake,
RandomAng = math.random(0,360),
}
end
local LightColor = render.GetLightColor( Pos )
self.VecCol = Vector(1,1.2,1.4) * (0.06 + (0.2126 * LightColor.r) + (0.7152 * LightColor.g) + (0.0722 * LightColor.b)) * 1000
self.VecCol.x = math.min( self.VecCol.x, 255 )
self.VecCol.y = math.min( self.VecCol.y, 255 )
self.VecCol.z = math.min( self.VecCol.z, 255 )
local emitter = Ent:GetParticleEmitter( Ent:GetPos() )
local Vel = Ent:GetVelocity():Length()
for i = 1, 3 do
if emitter and emitter.Add then
local particle = emitter:Add( "effects/splash4", Pos + VectorRand() * self.Size * 0.1 )
if not particle then continue end
particle:SetVelocity( Vector(0,0,math.Clamp(Vel / 100,100,250)) )
particle:SetDieTime( 0.25 + math.min(Vel / 500,0.2) )
particle:SetAirResistance( 60 )
particle:SetStartAlpha( RainFX and 5 or 150 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( self.Size * 0.2 )
particle:SetEndSize( self.Size )
particle:SetRollDelta( math.Rand(-1,1) * 5 )
particle:SetColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ) )
particle:SetGravity( Vector( 0, 0, -600 ) )
particle:SetCollide( false )
end
end
end
function EFFECT:Think()
if CurTime() > self.DieTime then
return false
end
return true
end
function EFFECT:Render()
if not self.Splash or not self.LifeTime or not self.VecCol then return end
local Scale = 1 - (self.DieTime - CurTime()) / self.LifeTime
local Alpha = math.max( 100 - 150 * Scale ^ 2, 0 )
if Alpha <= 0 then return end
local Size = (self.Size + self.Size * Scale) * 1.5
cam.Start3D2D( self.Splash.Pos, Angle(0,0,0), 1 )
surface.SetMaterial( self.Splash.Mat )
surface.SetDrawColor( math.min( self.VecCol.r, 255 ), math.min( self.VecCol.g, 255 ), math.min( self.VecCol.b, 255 ), Alpha )
surface.DrawTexturedRectRotated( 0, 0, Size, Size, self.Splash.RandomAng )
cam.End3D2D()
end