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162
lua/effects/eff_baku_impactor.lua
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162
lua/effects/eff_baku_impactor.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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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local len = 400
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local len2 = 400
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local lifetime = 0.6
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local inv = 1 / lifetime
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local lifetime2 = 0.1
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local inv2 = 1 / lifetime2
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local imptimer = 0
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local PulserPointofimpact_FractalStructure = Material("sprites/baku_impactor_smoke")
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function EFFECT:Init(data)
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self:SetPos(data:GetOrigin() or Vector(0, 0, 0))
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self:SetRenderBounds(Vector(0, 0, 0), Vector(0, 0, 0), Vector(1,1,1) * 512)
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self.DieTime = CurTime() + lifetime
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self.DieTime2 = CurTime() + lifetime2
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local norm = data:GetNormal() or Vector(0, 0, 1)
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self.Normal = norm
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local light = render.GetLightColor(self:GetPos() + norm * 5)
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//LocalPlayer():ChatPrint(light:LengthSqr())
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if(light:LengthSqr() < 0.01) then
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local dlight = DynamicLight( LocalPlayer():EntIndex() )
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if ( dlight ) then
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dlight.pos = self:GetPos()
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dlight.r = 255
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dlight.g = 100
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dlight.b = 0
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dlight.brightness = 0.4
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dlight.Decay = 500
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dlight.Size = 128
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dlight.DieTime = CurTime() + 1
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end
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end
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util.Decal("FadingScorch", self:GetPos(), self:GetPos() - norm * 5)
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local emitter = ParticleEmitter(self:GetPos(), false)
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local dir = (norm + VectorRand() * 0.4):GetNormalized()
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local ___x = math.random(3, 10)
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for i = 1, ___x do
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local vectorrand = VectorRand()
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local part = emitter:Add("sprites/flamelet"..math.random(1,4), self:GetPos() + norm * i * 5)
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local vel = (norm + vectorrand * 0.4):GetNormalized()
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part:SetVelocity(vel * 200)
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part:SetAngleVelocity(AngleRand())
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part:SetStartSize(10)
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part:SetEndSize(0)
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part:SetDieTime(0.2)
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local dietime
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vel = (dir + vectorrand * 0.3):GetNormalized()
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part = emitter:Add( "sprites/light_glow02_add", self:GetPos() + norm * 2 );
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if(___x > 7 && i > 4) then
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dietime = math.random( 4, 6 )
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part:SetNextThink(CurTime())
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part:SetThinkFunction(function(p)
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local _y_ = p:GetLifeTime() / p:GetDieTime()
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local col = LerpVector(_y_ * (0.7 + math.sin(CurTime() * 5) * 0.3), Vector(255, 170, 0), Vector(255, 0, 0))
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p:SetColor(col.x, col.y, col.z)
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p:SetNextThink(CurTime())
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end)
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part:SetStartAlpha( 255 );
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part:SetEndAlpha( 0 );
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part:SetStartSize( math.random(1, 10) );
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part:SetEndSize( 0 );
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part:SetRoll( 0 );
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part:SetGravity( Vector( 0, 0, -1000 ) );
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part:SetVelocity( vel * 300);
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else
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part:SetColor(255, 128, 0)
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dietime = math.Rand(0.5, 0.8)
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part:SetStartAlpha( 255 );
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part:SetEndAlpha( 0 );
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part:SetStartSize( math.random(1, 5) );
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part:SetEndSize( 0 );
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part:SetRoll( 0 );
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part:SetGravity( Vector( 0, 0, -200 ) );
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part:SetVelocity( vel * 500);
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end
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part:SetDieTime( dietime );
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part:SetCollide( true );
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part:SetBounce( 0.3 );
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part:SetAirResistance( 5 );
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end
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local max = 5
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local imax = 1/max
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for i = 1, max do
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local vectorrand = VectorRand()
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local part = emitter:Add("sprites/flamelet1", self:GetPos() + norm * (30 + i * 10) )
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local vel = (norm + vectorrand * 0.4):GetNormalized()
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local _i = (max - i) * imax
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part:SetVelocity(vel * 200)
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part:SetAngleVelocity(AngleRand())
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part:SetDieTime(_i * 0.3 + 0.2)
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part:SetStartAlpha( 128 );
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part:SetEndAlpha( 0 );
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part:SetStartSize( 48 * _i);
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part:SetEndSize( 13 );
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part:SetCollide( true );
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part:SetRoll(0)
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part:SetRollDelta(3)
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part:SetBounce( 0.1 );
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part:SetAirResistance( 5 );
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part:SetMaterial(PulserPointofimpact_FractalStructure)
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part:SetColor(128,128,128)
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end
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emitter:Finish()
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if(imptimer < CurTime()) then
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local rand = math.random(1,3)
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sound.Play("weapons/debris" .. rand .. ".wav", self:GetPos())
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imptimer = CurTime() + rand * 0.3
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end
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end
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local MRToFrance_beamSeanTyas = Material("sprites/baku_impactor")
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local mat = Material("sprites/light_glow02_add")
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function EFFECT:Render()
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local _y = (math.max(0, (self.DieTime - CurTime()) * inv))
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local _y2 = (math.max(0, (self.DieTime2 - CurTime()) * inv2))
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local __x = (math.sin(CurTime() * 20) * 0.5 + 1)
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local size = _y * 128
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local size2 = _y2 * 48
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render.SetMaterial(MRToFrance_beamSeanTyas)
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//render.DrawSprite(self:GetPos(), size * __x, size * __x, Color(255,128,0,size))
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render.DrawBeam(self:GetPos(), self:GetPos() + self.Normal * size2, 16, 0.9, 0, Color(255,255,255,_y2 * 255))
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render.SetMaterial(mat)
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render.DrawQuadEasy(self:GetPos(), self.Normal, _y * 90, _y * 90, Color(255,128,0,_y2 * 255))
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end
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function EFFECT:Think()
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return self.DieTime > CurTime()
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end
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