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

128 lines
3.6 KiB
Lua

EFFECT.SmokeMat = {
[1] = Material( "particle/smokesprites_0001" ),
[2] = Material( "particle/smokesprites_0002" ),
[3] = Material( "particle/smokesprites_0003" ),
[4] = Material( "particle/smokesprites_0004" ),
[5] = Material( "particle/smokesprites_0005" ),
[6] = Material( "particle/smokesprites_0006" ),
[7] = Material( "particle/smokesprites_0007" ),
[8] = Material( "particle/smokesprites_0008" ),
[9] = Material( "particle/smokesprites_0009" ),
[10] = Material( "particle/smokesprites_0010" ),
[11] = Material( "particle/smokesprites_0011" ),
[12] = Material( "particle/smokesprites_0012" ),
[13] = Material( "particle/smokesprites_0013" ),
[14] = Material( "particle/smokesprites_0014" ),
[15] = Material( "particle/smokesprites_0015" ),
[16] = Material( "particle/smokesprites_0016" ),
}
EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
EFFECT.FireMat = Material( "effects/muzzleflash2" )
function EFFECT:Init( data )
self.Pos = data:GetOrigin()
self.Ang = data:GetAngles()
self.Ent = data:GetEntity()
self.LifeTime = 0.5
self.DieTime = CurTime() + self.LifeTime
if not IsValid( self.Ent ) then return end
self.Mat = self.SmokeMat[ math.random(1,#self.SmokeMat) ]
local Pos = self.Ent:LocalToWorld( self.Pos )
self:SetPos( Pos )
local dlight = DynamicLight( self.Ent:EntIndex() * math.random(1,4), true )
if dlight then
dlight.pos = Pos
dlight.r = 255
dlight.g = 180
dlight.b = 100
dlight.brightness = 1
dlight.Decay = 2000
dlight.Size = 300
dlight.DieTime = CurTime() + 0.2
end
sound.Play( "lvs/vehicles/generic/exhaust_backfire"..math.random(1,3)..".ogg", Pos, 75, 100, 1 )
local vel = self.Ent:GetVelocity()
local dir = self.Ent:LocalToWorldAngles( self.Ang ):Forward()
local emitter = ParticleEmitter( Pos, false )
if emitter then
for i = 0, 12 do
local particle = emitter:Add( "sprites/rico1", Pos )
if not particle then continue end
particle:SetVelocity( vel + dir * 100 + VectorRand() * 100 )
particle:SetDieTime( math.Rand(0.2,0.4) )
particle:SetStartAlpha( 0 )
particle:SetEndAlpha( 25 )
particle:SetStartSize( 1 )
particle:SetEndSize( 0 )
particle:SetRoll( math.Rand(-100,100) )
particle:SetRollDelta( math.Rand(-100,100) )
particle:SetCollide( true )
particle:SetBounce( 0.5 )
particle:SetAirResistance( 0 )
particle:SetColor( 255, 225, 150 )
particle:SetGravity( Vector(0,0,-600) )
end
emitter:Finish()
end
end
function EFFECT:Think()
if not IsValid( self.Ent ) then return false end
if self.DieTime < CurTime() then return false end
self:SetPos( self.Ent:LocalToWorld( self.Pos ) )
return true
end
function EFFECT:Render()
if not IsValid( self.Ent ) or not self.Pos then return end
self:RenderSmoke()
end
function EFFECT:RenderSmoke()
if not self.Pos or not self.Ang then return end
local Scale = (self.DieTime - CurTime()) / self.LifeTime
local InvScale = 1 - Scale
local Pos = self.Ent:LocalToWorld( self.Pos )
local Ang = self.Ent:LocalToWorldAngles( self.Ang )
local FlameSize = 40 * Scale ^ 2
render.SetMaterial( self.FireMat )
for i = 1, 4 do
render.DrawSprite( Pos + Ang:Forward() * InvScale * 5 + VectorRand() * 2, FlameSize, FlameSize, Color( 255, 255, 255, 255 * InvScale) )
end
local GlowSize = 80 * Scale ^ 2
render.SetMaterial( self.GlowMat )
render.DrawSprite( Pos + Ang:Forward() * InvScale * 10, GlowSize, GlowSize, Color(255* InvScale, 150* InvScale,75* InvScale,255* InvScale) )
if not self.Mat then return end
local C = 40
local Size = (20 + 50 * InvScale)
render.SetMaterial( self.Mat )
render.DrawSprite( Pos + Ang:Forward() * InvScale * 40, Size, Size, Color( C, C, C, 255 * Scale) )
end