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133
lua/effects/simfphys_leopard_muzzle.lua
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133
lua/effects/simfphys_leopard_muzzle.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 Materials = {
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"particle/smokesprites_0001",
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"particle/smokesprites_0002",
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"particle/smokesprites_0003",
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"particle/smokesprites_0004",
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"particle/smokesprites_0005",
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"particle/smokesprites_0006",
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"particle/smokesprites_0007",
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"particle/smokesprites_0008",
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"particle/smokesprites_0009",
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"particle/smokesprites_0010",
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"particle/smokesprites_0011",
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"particle/smokesprites_0012",
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"particle/smokesprites_0013",
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"particle/smokesprites_0014",
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"particle/smokesprites_0015",
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"particle/smokesprites_0016"
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}
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function EFFECT:Init( data )
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local vehicle = data:GetEntity()
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if not IsValid( vehicle ) then return end
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local ID = vehicle:LookupAttachment( "cannon_muzzle" )
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if ID == 0 then return end
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local Attachment = vehicle:GetAttachment( ID )
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local Pos = Attachment.Pos
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local Dir = Attachment.Ang:Forward()
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local vel = vehicle:GetVelocity()
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self.emitter = ParticleEmitter( Pos, false )
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self:Muzzle( Pos, Dir, vel )
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self.Time = math.Rand(3,6)
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self.DieTime = CurTime() + self.Time
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self.AttachmentID = ID
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self.Vehicle = vehicle
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end
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function EFFECT:Muzzle( pos, dir, vel )
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if not self.emitter then return end
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for i = 0,20 do
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local particle = self.emitter:Add( "effects/muzzleflash2", pos )
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if particle then
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particle:SetVelocity( dir * math.Rand(50,200) + vel )
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particle:SetDieTime( 0.3 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( math.random(24,60) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand( -1, 1 ) )
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particle:SetColor( 255,255,255 )
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particle:SetCollide( false )
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end
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end
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for i = 0,25 do
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local particle = self.emitter:Add( Materials[math.random(1,table.Count( Materials ))], pos )
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local rCol = math.Rand(120,140)
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if particle then
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particle:SetVelocity( dir * math.Rand(300,1300) + VectorRand() * math.Rand(0,300) + vel )
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particle:SetDieTime( math.Rand(3,4) )
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particle:SetAirResistance( math.Rand(300,600) )
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particle:SetStartAlpha( math.Rand(50,150) )
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particle:SetStartSize( math.Rand(5,20) )
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particle:SetEndSize( math.Rand(120,180) )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( rCol,rCol,rCol )
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particle:SetGravity( VectorRand() * 200 + Vector(0,0,200) )
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particle:SetCollide( false )
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end
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end
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end
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function EFFECT:Think()
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local vehicle = self.Vehicle
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if not IsValid( vehicle ) then return false end
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if self.DieTime > CurTime() then
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local intensity = ((self.DieTime - CurTime()) / self.Time)
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local Attachment = vehicle:GetAttachment( self.AttachmentID )
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local dir = Attachment.Ang:Forward()
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local pos = Attachment.Pos + dir * 6
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if self.emitter then
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for i = 0,math.Rand(3,6) do
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local particle = self.emitter:Add( Materials[math.random(1,table.Count( Materials ))], pos )
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if particle then
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particle:SetVelocity( dir * 2 + VectorRand() * 30 )
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particle:SetDieTime( math.Rand(1,2) )
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particle:SetAirResistance( 0 )
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particle:SetStartAlpha( (intensity ^ 5) * 10 )
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particle:SetStartSize( intensity ^ 2 * 15 )
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particle:SetEndSize( math.Rand(10,20) * intensity )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( 120,120,120 )
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particle:SetGravity( Vector(0,0,20) + VectorRand() * math.Rand(0,5) )
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particle:SetCollide( false )
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end
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end
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end
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return true
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else
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if self.emitter then
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self.emitter:Finish()
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end
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return false
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end
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end
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function EFFECT:Render()
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end
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