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

183 lines
5.1 KiB
Lua

EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
EFFECT.SmokeMat = {
"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"
}
EFFECT.DustMat = {
"effects/lvs_base/particle_debris_01",
"effects/lvs_base/particle_debris_02",
}
function EFFECT:Init( data )
local pos = data:GetOrigin()
local dir = data:GetNormal()
local scale = data:GetMagnitude()
self.LifeTime = 0.35
self.DieTime = CurTime() + self.LifeTime
self.Pos = pos
self.Scale = scale
sound.Play( "weapons/shotgun/shotgun_fire6.wav", pos, 75, 150, 1 )
local VecCol = (render.GetLightColor( pos + dir ) * 0.5 + Vector(0.2,0.18,0.15)) * 255
local emitter = ParticleEmitter( pos, false )
for i = 0,20 do
local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos )
if not particle then continue end
particle:SetVelocity( VectorRand() * 500 * scale )
particle:SetDieTime( math.Rand(0.4,0.6) )
particle:SetAirResistance( 500 )
particle:SetStartAlpha( 100 )
particle:SetStartSize( 40 * scale )
particle:SetEndSize( 200 * scale )
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(0,0,1200) )
particle:SetCollide( true )
end
for i = 1,12 do
local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos )
if not particle then continue end
local ang = i * 30
local X = math.cos( math.rad(ang) )
local Y = math.sin( math.rad(ang) )
local Vel = Vector(X,Y,0) * 1000
Vel:Rotate( dir:Angle() + Angle(90,0,0) )
particle:SetVelocity( Vel * scale )
particle:SetDieTime( math.Rand(0.6,0.8) )
particle:SetAirResistance( 500 )
particle:SetStartAlpha( 100 )
particle:SetStartSize( 30 * scale )
particle:SetEndSize( 60 * scale )
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(0,0,600) )
particle:SetCollide( true )
end
for i = 0, 15 do
local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos )
if not particle then continue end
particle:SetVelocity( VectorRand() * 400 * scale )
particle:SetDieTime( math.Rand(0.2,0.3) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 60 * scale )
particle:SetEndSize( 10 * scale )
particle:SetColor( 255, 255, 255 )
particle:SetGravity( dir * 2500 )
particle:SetRollDelta( math.Rand(-5,5) )
particle:SetAirResistance( 300 )
end
for i = 0, 5 do
local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos)
if not particle then continue end
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetColor( 255, 255, 255 )
particle:SetGravity( Vector(0,0,0) )
local size = math.Rand(2, 12) * scale
particle:SetEndSize( size )
particle:SetStartSize( size )
particle:SetStartLength( 100 * scale )
particle:SetEndLength( size )
particle:SetDieTime( math.Rand(0.1,0.2) )
particle:SetVelocity( (dir * 2000 + VectorRand() * 1000) * scale )
particle:SetAirResistance( 0 )
end
for i = 0, 40 do
local particle = emitter:Add( "effects/fire_embers"..math.random(1,2), pos )
if not particle then continue end
particle:SetVelocity( VectorRand() * 400 * scale )
particle:SetDieTime( math.Rand(0.4,0.6) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 20 * scale )
particle:SetEndSize( 0 )
particle:SetColor( 255, 255, 255 )
particle:SetGravity( Vector(0,0,600) )
particle:SetRollDelta( math.Rand(-8,8) )
particle:SetAirResistance( 300 )
end
if dir.z > 0.8 then
for i = 0,60 do
local particle = emitter:Add( "effects/fleck_cement"..math.random(1,2), pos )
local vel = dir * math.Rand(600,1000) + VectorRand() * 200
if not particle then continue end
particle:SetVelocity( vel * scale )
particle:SetDieTime( math.Rand(10,15) )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
local size = math.Rand(2, 4) * scale
particle:SetEndSize( size )
particle:SetStartSize( size )
particle:SetRoll( 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, -600 ) )
particle:SetCollide( true )
particle:SetBounce( 0.3 )
end
end
emitter:Finish()
end
function EFFECT:Think()
if self.DieTime < CurTime() then return false end
return true
end
function EFFECT:Render()
if not self.Scale then return end
local Scale = (self.DieTime - CurTime()) / self.LifeTime
local R1 = 800 * self.Scale
render.SetMaterial( self.GlowMat )
render.DrawSprite( self.Pos, R1 * Scale, R1 * Scale, Color( 255, 200, 150, 255) )
end