--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] EFFECT.Mat = Material( "effects/simfphys_armed/gauss_beam" ) function EFFECT:Init( data ) self.StartPos = data:GetStart() self.EndPos = data:GetOrigin() local ent = data:GetEntity() self.parentent = ent local att = data:GetAttachment() if ( IsValid( ent ) && att > 0 ) then if ( ent.Owner == LocalPlayer() && !LocalPlayer():GetViewModel() != LocalPlayer() ) then ent = ent.Owner:GetViewModel() end local att = ent:GetAttachment( att ) if ( att ) then self.StartPos = att.Pos end end self.Dir = self.EndPos - self.StartPos self:SetRenderBoundsWS( self.StartPos, self.EndPos ) self.TracerTime = 0.1 self.Length = math.Rand( 0.15, 0.3 ) -- Die when it reaches its target self.DieTime = CurTime() + self.TracerTime end function EFFECT:Think() if ( CurTime() > self.DieTime ) then -- Awesome End Sparks local effectdata = EffectData() effectdata:SetOrigin( self.EndPos + self.Dir:GetNormalized() * -5 ) effectdata:SetNormal( self.Dir:GetNormalized() * -3 ) effectdata:SetMagnitude( 1 ) effectdata:SetScale( 1 ) effectdata:SetRadius( 6 ) util.Effect( "Sparks", effectdata ) return false end return true end function EFFECT:RenderGauss(dir,dist) if !IsValid(self.parentent) then return end local origin = self.parentent:GetAttachment( 1 ).Pos render.SetMaterial( self.Mat ) render.DrawBeam(origin, origin + dir * dist, 2, 1, 1, Color( 255,145,0, 255 ) ) self:GaussArc(origin,dir,dist) self:GaussArc(origin,dir,dist) end function EFFECT:GaussArc(origin,dir,dist) local amount = math.Round(dist / 100,1) local positions = {} for i = 1, amount do local intensitivity = math.sin( (i / amount) * 180 * (math.pi / 180) ) local arc_offset = dir * i * (dist / amount) + self.side:Right() * intensitivity * dist * 0.02 local noise = Vector( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) * intensitivity table.insert(positions, origin + arc_offset + noise ) render.DrawBeam(positions[i-1] or origin, positions[i], 1, 1, 1, Color( 255,195,50, 255 ) ) end end function EFFECT:Render() local dir = self.Dir dir:Normalize() self.side = dir:Angle() self.side:RotateAroundAxis(dir, math.random(-180,180) ) self:RenderGauss(dir,(self.EndPos - self.StartPos):Length()) end