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95
lua/effects/lvs_shield_impact.lua
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95
lua/effects/lvs_shield_impact.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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|
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local LastImpact = 0
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function EFFECT:Init( data )
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self.Ent = data:GetEntity()
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self.Pos = data:GetOrigin()
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self.mat = Material( "sprites/light_glow02_add" )
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local T = CurTime()
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self.LifeTime = 0.2
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self.DieTime = T + self.LifeTime
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local DontHurtEars = math.Clamp( T - LastImpact, 0.4, 1 ) ^ 2
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LastImpact = T
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sound.Play( "lvs/shield_deflect.ogg", self.Pos, 120, 100, DontHurtEars )
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self:Spark( self.Pos )
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if IsValid( self.Ent ) then
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self.Model = ClientsideModel( self.Ent:GetModel(), RENDERMODE_TRANSCOLOR )
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self.Model:SetMaterial("models/alyx/emptool_glow")
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self.Model:SetColor( Color(200,220,255,255) )
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self.Model:SetParent( self.Ent, 0 )
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self.Model:SetMoveType( MOVETYPE_NONE )
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self.Model:SetLocalPos( Vector( 0, 0, 0 ) )
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self.Model:SetLocalAngles( Angle( 0, 0, 0 ) )
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self.Model:AddEffects( EF_BONEMERGE )
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end
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end
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function EFFECT:Spark( pos )
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local emitter = ParticleEmitter( pos, false )
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for i = 0, 20 do
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local particle = emitter:Add( "sprites/rico1", pos )
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local vel = VectorRand() * 500
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if not particle then continue end
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particle:SetVelocity( vel )
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particle:SetAngles( vel:Angle() + Angle(0,90,0) )
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particle:SetDieTime( math.Rand(0.2,0.4) )
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particle:SetStartAlpha( math.Rand( 200, 255 ) )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(10,20) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-100,100) )
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particle:SetRollDelta( math.Rand(-100,100) )
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particle:SetColor( 0, 127, 255 )
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particle:SetAirResistance( 0 )
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end
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emitter:Finish()
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end
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function EFFECT:Think()
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if not IsValid( self.Ent ) then
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if IsValid( self.Model ) then
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self.Model:Remove()
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end
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end
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if self.DieTime < CurTime() then
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if IsValid( self.Model ) then
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self.Model:Remove()
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end
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return false
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end
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return true
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end
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function EFFECT:Render()
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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render.SetMaterial( self.mat )
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render.DrawSprite( self.Pos, 800 * Scale, 800 * Scale, Color( 0, 127, 255, 255) )
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render.DrawSprite( self.Pos, 200 * Scale, 200 * Scale, Color( 255, 255, 255, 255) )
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end
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