85 lines
2.5 KiB
Lua
85 lines
2.5 KiB
Lua
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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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local Pos = data:GetOrigin()
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local Dir = data:GetNormal()
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local Ent = data:GetEntity()
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if not IsValid( Ent ) or not isfunction( Ent.GetThrottle ) then return end
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local Engine = Ent:GetEngine()
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if not IsValid( Engine ) or not isfunction( Engine.GetRPM ) then return end
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local Vel = Ent:GetVelocity()
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local emitter = Ent:GetParticleEmitter( Pos )
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if not IsValid( emitter ) then return end
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local throttle = math.min( Ent:GetThrottle() / 0.5, 1 )
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local clutch = Ent:GetQuickVar( "clutch" )
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local hasClutch = Ent:HasQuickVar( "clutch" )
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local ClutchActive = Engine:GetClutch()
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if not clutch then
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clutch = ClutchActive and 1 or 0
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end
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if ClutchActive then
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throttle = math.max( throttle - clutch, 0 )
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end
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local Scale = math.min( (math.max( Engine:GetRPM() - Ent.EngineIdleRPM, 0 ) / (Ent.EngineMaxRPM - Ent.EngineIdleRPM)) * (throttle ^ 2), 1 )
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local temp = 0
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if Ent:HasQuickVar("temp") then
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temp = math.Clamp( 1 - Ent:GetQuickVar( "temp" ) / 0.5, 0, 1 )
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end
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local Col = 50 + 205 * temp
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Col = Col - (Scale * Col)
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local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], Pos )
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if not particle then return end
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local invert = (1 - Dir.z) / 2
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particle:SetVelocity( Vel + Dir * (100 + math.min( 800 * Scale, 300)) + VectorRand() * 50 * Scale + (Ent:GetVelocity() * 0.5 + Vector(0,0,Scale * 100)) * invert )
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particle:SetDieTime( math.max((1.4 - temp) - Ent:GetVelocity():LengthSqr() * 0.0001,0.2) + Scale * math.Rand(0.8,1.2) )
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particle:SetAirResistance( 400 )
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particle:SetStartAlpha( 100 - 50 * temp + Scale * 150 )
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particle:SetStartSize( 2 + (throttle + Scale) * 4 )
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particle:SetEndSize( 10 + 35 * (throttle + Scale) )
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particle:SetRoll( math.Rand( -1, 1 ) )
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particle:SetRollDelta( math.Rand( -1, 1 ) * (2 - Scale * 1.75) )
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particle:SetColor( Col, Col, Col )
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particle:SetGravity( Vector( 0, 0, 10 + Scale * 300 ) + Ent:GetVelocity() * 4 )
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particle:SetCollide( true )
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end
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function EFFECT:Think()
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return false
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end
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function EFFECT:Render()
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end
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