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120
lua/effects/simfphys_tracer.lua
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120
lua/effects/simfphys_tracer.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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--DO NOT EDIT OR REUPLOAD THIS FILE
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EFFECT.Mat = Material( "effects/simfphys_armed/spark" )
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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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self.StartPos = data:GetStart()
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self.EndPos = data:GetOrigin()
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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 = math.min( 1, self.StartPos:Distance( self.EndPos ) / 15000 )
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self.Length = math.Rand( 0.05, 0.1 )
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-- Die when it reaches its target
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self.DieTime = CurTime() + self.TracerTime
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local Dir = self.Dir:GetNormalized()
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local emitter = ParticleEmitter( self.StartPos, false )
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for i = 0, 12 do
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local Pos = self.StartPos + Dir * i * 0.7 * math.random(1,2) * 0.5
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local particle = emitter:Add( "effects/muzzleflash2", Pos )
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local Size = 1
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if particle then
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particle:SetVelocity( Dir * 800 )
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particle:SetDieTime( 0.05 )
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particle:SetStartAlpha( 255 * Size )
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particle:SetStartSize( math.max( math.random(10,24) - i * 0.5,0.1 ) * Size )
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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 = 0,20 do
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local particle = emitter:Add( Materials[math.random(1,table.Count( Materials ))],self.StartPos )
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local rCol = 255
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if particle then
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particle:SetVelocity( Dir * math.Rand(1000,3000) + VectorRand() * math.Rand(0,10) )
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particle:SetDieTime( math.Rand(0.05,0.2) )
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particle:SetAirResistance( math.Rand(50,100) )
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particle:SetStartAlpha( 20 )
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particle:SetStartSize( 2 )
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particle:SetEndSize( math.Rand(5,10) )
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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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emitter:Finish()
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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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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 fDelta = ( self.DieTime - CurTime() ) / self.TracerTime
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fDelta = math.Clamp( fDelta, 0, 1 ) ^ 1
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local sinWave = math.sin( fDelta * math.pi )
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local Pos1 = self.EndPos - self.Dir * ( fDelta - sinWave * self.Length )
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render.SetMaterial( self.Mat )
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render.DrawBeam( Pos1,
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self.EndPos - self.Dir * ( fDelta + sinWave * self.Length ),
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15, 1, 0, Color( 255, 255, 255, 255 ) )
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end
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