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wnsrc/lua/effects/simfphys_tracer.lua

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2024-08-04 23:12:27 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
--DO NOT EDIT OR REUPLOAD THIS FILE
EFFECT.Mat = Material( "effects/simfphys_armed/spark" )
local Materials = {
"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 )
self.StartPos = data:GetStart()
self.EndPos = data:GetOrigin()
self.Dir = self.EndPos - self.StartPos
self:SetRenderBoundsWS( self.StartPos, self.EndPos )
self.TracerTime = math.min( 1, self.StartPos:Distance( self.EndPos ) / 15000 )
self.Length = math.Rand( 0.05, 0.1 )
-- Die when it reaches its target
self.DieTime = CurTime() + self.TracerTime
local Dir = self.Dir:GetNormalized()
local emitter = ParticleEmitter( self.StartPos, false )
for i = 0, 12 do
local Pos = self.StartPos + Dir * i * 0.7 * math.random(1,2) * 0.5
local particle = emitter:Add( "effects/muzzleflash2", Pos )
local Size = 1
if particle then
particle:SetVelocity( Dir * 800 )
particle:SetDieTime( 0.05 )
particle:SetStartAlpha( 255 * Size )
particle:SetStartSize( math.max( math.random(10,24) - i * 0.5,0.1 ) * Size )
particle:SetEndSize( 0 )
particle:SetRoll( math.Rand( -1, 1 ) )
particle:SetColor( 255,255,255 )
particle:SetCollide( false )
end
end
for i = 0,20 do
local particle = emitter:Add( Materials[math.random(1,table.Count( Materials ))],self.StartPos )
local rCol = 255
if particle then
particle:SetVelocity( Dir * math.Rand(1000,3000) + VectorRand() * math.Rand(0,10) )
particle:SetDieTime( math.Rand(0.05,0.2) )
particle:SetAirResistance( math.Rand(50,100) )
particle:SetStartAlpha( 20 )
particle:SetStartSize( 2 )
particle:SetEndSize( math.Rand(5,10) )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( rCol,rCol,rCol )
particle:SetGravity( VectorRand() * 200 + Vector(0,0,200) )
particle:SetCollide( false )
end
end
emitter:Finish()
end
function EFFECT:Think()
if CurTime() > self.DieTime then
return false
end
return true
end
function EFFECT:Render()
local fDelta = ( self.DieTime - CurTime() ) / self.TracerTime
fDelta = math.Clamp( fDelta, 0, 1 ) ^ 1
local sinWave = math.sin( fDelta * math.pi )
local Pos1 = self.EndPos - self.Dir * ( fDelta - sinWave * self.Length )
render.SetMaterial( self.Mat )
render.DrawBeam( Pos1,
self.EndPos - self.Dir * ( fDelta + sinWave * self.Length ),
15, 1, 0, Color( 255, 255, 255, 255 ) )
end