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90
gamemodes/terrortown/entities/effects/crimescene_dummy.lua
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90
gamemodes/terrortown/entities/effects/crimescene_dummy.lua
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@@ -0,0 +1,90 @@
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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 backup_mdl = Model("models/player/phoenix.mdl")
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function EFFECT:Init(data)
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self.Corpse = data:GetEntity()
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self:SetPos(data:GetOrigin())
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local ang = data:GetAngles()
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-- pitch is done via aim_pitch, and roll shouldn't happen
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ang.r = 0
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ang.p = 0
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self:SetAngles(ang)
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self:SetRenderBounds(Vector(-18, -18, 0), Vector(18, 18, 64))
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self.Sequence = data:GetColor()
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self.Cycle = data:GetScale()
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self.Duration = data:GetRadius() or 0
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self.EndTime = CurTime() + self.Duration
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self.FadeTime = 2
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self.FadeIn = CurTime() + self.FadeTime
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self.FadeOut = self.EndTime - self.FadeTime
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self.Alpha = 0
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if IsValid(self.Corpse) then
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local mdl = self.Corpse:GetModel()
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mdl = util.IsValidModel(mdl) and mdl or backup_mdl
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self.Dummy = ClientsideModel(mdl, RENDERGROUP_TRANSLUCENT)
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if not self.Dummy then return end
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self.Dummy:SetPos(data:GetOrigin())
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self.Dummy:SetAngles(ang)
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self.Dummy:AddEffects(EF_NODRAW)
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self.Dummy:SetSequence(self.Sequence)
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self.Dummy:SetCycle(self.Cycle)
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local pose = data:GetStart()
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self.Dummy:SetPoseParameter("aim_yaw", pose.x)
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self.Dummy:SetPoseParameter("aim_pitch", pose.y)
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self.Dummy:SetPoseParameter("move_yaw", pose.z)
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else
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self.Dummy = nil
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end
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end
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function EFFECT:Think()
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if self.EndTime < CurTime() then
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SafeRemoveEntity(self.Dummy)
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return false
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end
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if self.FadeIn > CurTime() then
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self.Alpha = 1 - ((self.FadeIn - CurTime()) / self.FadeTime)
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elseif self.FadeOut < CurTime() then
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self.Alpha = 1 - ((CurTime() - self.FadeOut) / self.FadeTime)
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end
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return IsValid(self.Dummy)
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end
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function EFFECT:Render()
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render.SuppressEngineLighting( true )
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render.SetColorModulation(0.4, 0.4, 1)
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render.SetBlend(0.8 * self.Alpha)
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if self.Dummy then
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--self.Dummy:ClearPoseParameters()
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self.Dummy:DrawModel()
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end
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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render.SuppressEngineLighting(false)
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end
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54
gamemodes/terrortown/entities/effects/crimescene_shot.lua
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54
gamemodes/terrortown/entities/effects/crimescene_shot.lua
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@@ -0,0 +1,54 @@
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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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function EFFECT:Init(data)
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self.ShotStart = data:GetStart()
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self.ShotEnd = data:GetOrigin()
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-- ws = worldspace
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self:SetRenderBoundsWS(self.ShotStart, self.ShotEnd)
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self.HitBox = data:GetMagnitude()
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self.Duration = data:GetScale() or 0
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self.EndTime = CurTime() + self.Duration
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self.FadeTime = 3
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self.FadeIn = CurTime() + self.FadeTime
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self.FadeOut = self.EndTime - self.FadeTime
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self.Width = 0
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self.WidthMax = 5
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end
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function EFFECT:Think()
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if self.EndTime < CurTime() then
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return false
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end
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if self.FadeIn > CurTime() then
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self.Width = self.WidthMax * (1 - ((self.FadeIn - CurTime()) / self.FadeTime))
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elseif self.FadeOut < CurTime() then
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self.Width = self.WidthMax * (1 - ((CurTime() - self.FadeOut) / self.FadeTime))
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end
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return true
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end
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local shot_mat = Material("cable/blue_elec")
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--local clr = Color(0, 0, 100, 255)
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function EFFECT:Render()
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render.SetMaterial(shot_mat)
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render.DrawBeam(self.ShotStart, self.ShotEnd, self.Width, 0, 0, self.Color)
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end
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74
gamemodes/terrortown/entities/effects/pulse_sphere.lua
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74
gamemodes/terrortown/entities/effects/pulse_sphere.lua
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@@ -0,0 +1,74 @@
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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 model_orb = Model("models/Combine_Helicopter/helicopter_bomb01.mdl")
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function EFFECT:Init(data)
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self:SetPos(data:GetOrigin())
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self.Radius = data:GetRadius()
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local rh = self.Radius
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self:SetRenderBounds(Vector(-rh, -rh, -rh), Vector(rh, rh, rh))
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self.EndTime = CurTime() + data:GetScale()
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self.FadeTime = data:GetMagnitude()
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self.FadeIn = CurTime() + self.FadeTime
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self.FadeOut = self.EndTime - self.FadeTime
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self.Alpha = 0
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self.Orb = ClientsideModel(model_orb, RENDERGROUP_TRANSLUCENT)
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self.Orb:SetPos(data:GetOrigin())
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self.Orb:AddEffects(EF_NODRAW)
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local r = 28 / 2 -- hardcoded because stuff like :BoundingRadius won't work here
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self.EndScale = self.Radius / r
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end
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function EFFECT:Think()
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if self.EndTime < CurTime() then
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SafeRemoveEntity(self.Orb)
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return false
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end
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if self.FadeIn > CurTime() then
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self.Alpha = 1 - ((self.FadeIn - CurTime()) / self.FadeTime)
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elseif self.FadeOut < CurTime() then
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self.Alpha = 1 - ((CurTime() - self.FadeOut) / self.FadeTime)
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end
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self.Orb:SetModelScale(self.EndScale * self.Alpha, 0)
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local ang = self.Orb:GetAngles()
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ang.y = ang.y + 500 * FrameTime()
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self.Orb:SetAngles(ang)
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return IsValid(self.Orb)
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end
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local mat_orb = Material("models/effects/splodearc_sheet")
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function EFFECT:Render()
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render.MaterialOverride(mat_orb)
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render.SuppressEngineLighting( true )
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render.SetColorModulation(0, 0, 1)
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render.SetBlend(0.8 * self.Alpha)
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self.Orb:DrawModel()
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render.SetBlend(1)
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render.SetColorModulation(1, 1, 1)
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render.SuppressEngineLighting(false)
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render.MaterialOverride()
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end
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108
gamemodes/terrortown/entities/effects/teleport_beamdown.lua
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108
gamemodes/terrortown/entities/effects/teleport_beamdown.lua
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@@ -0,0 +1,108 @@
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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 loopsound = Sound("ambient/levels/labs/teleport_mechanism_windup1.wav")
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local mat_rising = Material( "models/props_combine/stasisshield_sheet")
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local mat_sparkle = Material("models/effects/comball_tape")
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local top = 80
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local mid = 32
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local final_height = top
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function EFFECT:Init(data)
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self.Owner = data:GetEntity()
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self:SetPos(data:GetOrigin())
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self:SetAngles(data:GetAngles())
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self.BasePos = self:GetPos()
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self.BeamDownPos = self.BasePos + Vector(0, 0, final_height)
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self.DrawTop = true
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self.BeamDownTime = CurTime() + data:GetMagnitude()
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self.EndTime = self.BeamDownTime + data:GetRadius()
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self.BeamDown = false
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if IsValid(self.Owner) then
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self.Dummy = ClientsideModel(self.Owner:GetModel(), RENDERGROUP_OPAQUE)
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self.Dummy:SetPos(self.BasePos)
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self.Dummy:SetAngles(data:GetAngles())
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self.Dummy:AddEffects(EF_NODRAW)
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local s = self.Dummy:LookupSequence("idle_all")
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self.Dummy:SetSequence(s)
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else
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self.Dummy = nil
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end
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sound.Play(loopsound, self:GetPos(), 50, 100)
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end
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function EFFECT:Think()
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if self.EndTime < CurTime() then
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SafeRemoveEntity(self.Dummy)
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return
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end
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if not (IsValid(self.Owner) and IsValid(self.Dummy)) then
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return false
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end
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-- first draw same effect as beamup
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if self.BeamDownTime >= CurTime() then
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local pos = self:GetPos()
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if pos.z - self.BasePos.z < final_height then
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pos.z = pos.z + (90 * FrameTime())
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self:SetPos(pos)
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end
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else
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-- then move to beamdown effects
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local pos = self:GetPos()
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if pos.z > self.BeamDownPos.z - final_height then
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pos.z = pos.z - (90 * FrameTime())
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self:SetPos(pos)
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else
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self.DrawTop = false
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end
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self.BeamDown = true
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end
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return true
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end
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local vector_up = Vector(0,0,1)
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function EFFECT:Render()
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local norm = vector_up * -1
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local pos = self:GetPos()
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local dist = norm:Dot(pos)
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render.MaterialOverride(mat_rising)
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render.EnableClipping(true)
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render.PushCustomClipPlane(norm, dist)
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if not self.BeamDown then
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self.Dummy:DrawModel()
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else
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self.Owner:DrawModel()
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end
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render.PopCustomClipPlane()
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render.EnableClipping(false)
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render.MaterialOverride()
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if self.DrawTop then
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render.SetMaterial(mat_rising)
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render.DrawQuadEasy(pos, vector_up, 30, 30, COLOR_RED, 0)
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end
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end
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114
gamemodes/terrortown/entities/effects/teleport_beamup.lua
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114
gamemodes/terrortown/entities/effects/teleport_beamup.lua
Normal file
@@ -0,0 +1,114 @@
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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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|
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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 mat_rising = Material( "models/props_combine/stasisshield_sheet" )
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--local mat_rising = Material( "models/shadertest/shader4" )
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--local mat_rising = Material( "models/props_lab/Tank_Glass001" )
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local mat_sparkle = Material("models/effects/comball_tape")
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--local mat_sparkle = Material( "models/props_combine/stasisshield_sheet" )
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local top = 80
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local mid = 32
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local final_height = top
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local loopsound = Sound("ambient/levels/labs/teleport_mechanism_windup1.wav")
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function EFFECT:Init(data)
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self.Owner = data:GetEntity()
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self:SetPos(data:GetOrigin())
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self:SetAngles(data:GetAngles())
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self.BasePos = self:GetPos()
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self.BeamDownPos = self.BasePos + Vector(0, 0, final_height)
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self.BeamDownTime = CurTime() + data:GetMagnitude()
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self.EndTime = self.BeamDownTime + data:GetRadius()
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self.DrawTop = true
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self.BeamDown = false
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if IsValid(self.Owner) then
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self.Dummy = ClientsideModel(self.Owner:GetModel(), RENDERGROUP_OPAQUE)
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self.Dummy:SetPos(self.BasePos)
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self.Dummy:SetAngles(self:GetAngles())
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self.Dummy:AddEffects(EF_NODRAW)
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local s = self.Dummy:LookupSequence("idle_all")
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self.Dummy:SetSequence(s)
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else
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self.Dummy = nil
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end
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sound.Play(loopsound, self:GetPos(), 50, 100)
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end
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function EFFECT:Think()
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if self.EndTime < CurTime() then
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SafeRemoveEntity(self.Dummy)
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return
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end
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if not (IsValid(self.Owner) and IsValid(self.Dummy)) then
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return false
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end
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if self.BeamDownTime >= CurTime() then
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local pos = self:GetPos()
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if pos.z - self.BasePos.z < final_height then
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pos.z = pos.z + (90 * FrameTime())
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self:SetPos(pos)
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end
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else
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-- then move to beamdown effects
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local pos = self:GetPos()
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if pos.z > self.BeamDownPos.z - final_height then
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pos.z = pos.z - (90 * FrameTime())
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self:SetPos(pos)
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else
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self.DrawTop = false
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end
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self.BeamDown = true
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end
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return true
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end
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local vector_up = Vector(0,0,1)
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function EFFECT:Render()
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-- clipping positioning
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local norm = vector_up * -1
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local pos = self:GetPos()
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local dist = norm:Dot(pos)
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-- do rendering
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render.MaterialOverride(mat_rising)
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render.EnableClipping(true)
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render.PushCustomClipPlane(norm, dist)
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if not self.BeamDown then
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self.Owner:DrawModel()
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else
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self.Dummy:DrawModel()
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end
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render.PopCustomClipPlane()
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render.EnableClipping(false)
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render.MaterialOverride()
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if self.DrawTop then
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render.SetMaterial(mat_rising)
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render.DrawQuadEasy(pos, vector_up, 30, 30, COLOR_RED, 0)
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end
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end
|
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