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

203 lines
5.4 KiB
Lua

EFFECT.MatBeam = Material( "effects/lvs_base/spark" )
EFFECT.MatSprite = Material( "sprites/light_glow02_add" )
EFFECT.MatSmoke = {
"particle/smokesprites_0001",
"particle/smokesprites_0002",
"particle/smokesprites_0003",
"particle/smokesprites_0004",
"particle/smokesprites_0005",
"particle/smokesprites_0006",
"particle/smokesprites_0007",
"particle/smokesprites_0008",
"particle/smokesprites_0009",
"particle/smokesprites_0010",
"particle/smokesprites_0011",
"particle/smokesprites_0012",
"particle/smokesprites_0013",
"particle/smokesprites_0014",
"particle/smokesprites_0015",
"particle/smokesprites_0016"
}
function EFFECT:Init( data )
local pos = data:GetOrigin()
local dir = data:GetNormal()
self.ID = data:GetMaterialIndex()
self:SetRenderBoundsWS( pos, pos + dir * 50000 )
self.emitter = ParticleEmitter( pos, false )
self.OldPos = pos
self.Dir = dir
if not self.emitter then return end
local VecCol = (render.GetLightColor( pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255
for i = 0, 2 do
local particle = self.emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], pos )
if not particle then continue end
particle:SetVelocity( dir * 700 + VectorRand() * 200 )
particle:SetDieTime( math.Rand(0.5,1) )
particle:SetAirResistance( 250 )
particle:SetStartAlpha( 50 )
particle:SetStartSize( 5 )
particle:SetEndSize( 80 )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
particle:SetGravity( Vector(0,0,100) )
particle:SetCollide( false )
end
for i = 0, math.random(1,12) do
local particle = self.emitter:Add( "sprites/rico1", pos )
if not particle then continue end
particle:SetVelocity( dir * 2000 + VectorRand() * 50 )
particle:SetDieTime( math.Rand(0.1,0.2) )
particle:SetStartAlpha( 0 )
particle:SetEndAlpha( 5 )
particle:SetStartSize( math.Rand(0,0.5) )
particle:SetEndSize( math.Rand(0,0.5) )
particle:SetRollDelta( 100 )
particle:SetAirResistance( 0 )
particle:SetColor( 255, 200, 120 )
end
local trace = util.TraceLine( {
start = pos,
endpos = pos - Vector(0,0,500),
mask = MASK_SOLID_BRUSHONLY,
} )
if not trace or not trace.Hit then return end
local VecCol = (render.GetLightColor( trace.HitPos + trace.HitNormal ) * 0.8 + Vector(0.17,0.15,0.1)) * 255
for i = 1, 12 do
local particle = self.emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], trace.HitPos )
if not particle then continue end
local ang = i * 30
local X = math.cos( math.rad(ang) )
local Y = math.sin( math.rad(ang) )
particle:SetVelocity( Vector(X,Y,0) * 1000 )
particle:SetDieTime( math.Rand(0.5,1) )
particle:SetAirResistance( 500 )
particle:SetStartAlpha( 100 )
particle:SetStartSize( 25 )
particle:SetEndSize( 80 )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
particle:SetGravity( Vector(0,0,150) + self.Dir * 1000 )
particle:SetCollide( false )
end
local ply = LocalPlayer()
if not IsValid( ply ) then return end
local ViewEnt = ply:GetViewEntity()
if not IsValid( ViewEnt ) then return end
local Intensity = 2
local Ratio = math.min( 250 / (ViewEnt:GetPos() - trace.HitPos):Length(), 1 )
if Ratio < 0 then return end
util.ScreenShake( trace.HitPos, Intensity * Ratio, 0.1, 0.5, 250 )
end
function EFFECT:Think()
local bullet = LVS:GetBullet( self.ID )
if not bullet then
if self.emitter then
self.emitter:Finish()
end
local StartPos = self.OldPos
local EndPos = StartPos + self.Dir * 1000
local trace = util.TraceLine( {
start = StartPos,
endpos = EndPos,
} )
local effectdata = EffectData()
effectdata:SetOrigin( trace.HitPos )
effectdata:SetStart( self.Dir )
effectdata:SetEntity( trace.Entity )
effectdata:SetNormal( trace.HitNormal )
effectdata:SetSurfaceProp( trace.SurfaceProps )
effectdata:SetMagnitude( 0.5 )
util.Effect( "lvs_bullet_impact_ap", effectdata )
return false
end
if not self.emitter then return true end
local Pos = bullet:GetPos()
self.Dir = bullet:GetDir()
local Sub = self.OldPos - Pos
local Dist = Sub:Length()
local Dir = Sub:GetNormalized()
local Vel = bullet.Velocity / 10
for i = 0, Dist, 100 do
local cur_pos = self.OldPos + Dir * i
local VecCol = (render.GetLightColor( cur_pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255
local particle = self.emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], cur_pos )
if not particle then continue end
particle:SetVelocity( -Dir * Vel + VectorRand() * 10 )
particle:SetDieTime( math.Rand(0.05,1) )
particle:SetAirResistance( 250 )
particle:SetStartAlpha( 100 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 0 )
particle:SetEndSize( 15 )
particle:SetRollDelta( 1 )
particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
particle:SetCollide( false )
end
self.OldPos = Pos
return true
end
function EFFECT:Render()
local bullet = LVS:GetBullet( self.ID )
local endpos = bullet:GetPos()
local dir = bullet:GetDir()
local len = 2000 * bullet:GetLength()
render.SetMaterial( self.MatBeam )
render.DrawBeam( endpos - dir * len, endpos + dir * len * 0.1, 10, 1, 0, Color( 100, 100, 100, 100 ) )
render.DrawBeam( endpos - dir * len * 0.5, endpos + dir * len * 0.1, 5, 1, 0, Color( 255, 255, 255, 255 ) )
render.SetMaterial( self.MatSprite )
render.DrawSprite( endpos, 400, 400, Color( 100, 100, 100, 255 ) )
end