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100
lua/effects/simfphys_gausstracer.lua
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100
lua/effects/simfphys_gausstracer.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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EFFECT.Mat = Material( "effects/simfphys_armed/gauss_beam" )
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function EFFECT:Init( data )
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self.StartPos = data:GetStart()
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self.EndPos = data:GetOrigin()
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local ent = data:GetEntity()
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self.parentent = ent
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local att = data:GetAttachment()
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if ( IsValid( ent ) && att > 0 ) then
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if ( ent.Owner == LocalPlayer() && !LocalPlayer():GetViewModel() != LocalPlayer() ) then ent = ent.Owner:GetViewModel() end
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local att = ent:GetAttachment( att )
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if ( att ) then
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self.StartPos = att.Pos
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end
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end
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self.Dir = self.EndPos - self.StartPos
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self:SetRenderBoundsWS( self.StartPos, self.EndPos )
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self.TracerTime = 0.1
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self.Length = math.Rand( 0.15, 0.3 )
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-- Die when it reaches its target
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self.DieTime = CurTime() + self.TracerTime
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end
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function EFFECT:Think()
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if ( CurTime() > self.DieTime ) then
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-- Awesome End Sparks
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local effectdata = EffectData()
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effectdata:SetOrigin( self.EndPos + self.Dir:GetNormalized() * -5 )
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effectdata:SetNormal( self.Dir:GetNormalized() * -3 )
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effectdata:SetMagnitude( 1 )
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effectdata:SetScale( 1 )
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effectdata:SetRadius( 6 )
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util.Effect( "Sparks", effectdata )
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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:RenderGauss(dir,dist)
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if !IsValid(self.parentent) then return end
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local origin = self.parentent:GetAttachment( 1 ).Pos
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render.SetMaterial( self.Mat )
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render.DrawBeam(origin, origin + dir * dist, 2, 1, 1, Color( 255,145,0, 255 ) )
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self:GaussArc(origin,dir,dist)
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self:GaussArc(origin,dir,dist)
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end
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function EFFECT:GaussArc(origin,dir,dist)
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local amount = math.Round(dist / 100,1)
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local positions = {}
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for i = 1, amount do
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local intensitivity = math.sin( (i / amount) * 180 * (math.pi / 180) )
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local arc_offset = dir * i * (dist / amount) + self.side:Right() * intensitivity * dist * 0.02
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local noise = Vector( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) * intensitivity
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table.insert(positions, origin + arc_offset + noise )
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render.DrawBeam(positions[i-1] or origin, positions[i], 1, 1, 1, Color( 255,195,50, 255 ) )
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end
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end
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function EFFECT:Render()
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local dir = self.Dir
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dir:Normalize()
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self.side = dir:Angle()
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self.side:RotateAroundAxis(dir, math.random(-180,180) )
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self:RenderGauss(dir,(self.EndPos - self.StartPos):Length())
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end
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