--[[ | 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/ --]] local len = 400 local len2 = 400 local lifetime = 0.6 local inv = 1 / lifetime local lifetime2 = 0.1 local inv2 = 1 / lifetime2 local imptimer = 0 local PulserPointofimpact_FractalStructure = Material("sprites/baku_impactor_smoke") function EFFECT:Init(data) self:SetPos(data:GetOrigin() or Vector(0, 0, 0)) self:SetRenderBounds(Vector(0, 0, 0), Vector(0, 0, 0), Vector(1,1,1) * 512) self.DieTime = CurTime() + lifetime self.DieTime2 = CurTime() + lifetime2 local norm = data:GetNormal() or Vector(0, 0, 1) self.Normal = norm local light = render.GetLightColor(self:GetPos() + norm * 5) //LocalPlayer():ChatPrint(light:LengthSqr()) if(light:LengthSqr() < 0.01) then local dlight = DynamicLight( LocalPlayer():EntIndex() ) if ( dlight ) then dlight.pos = self:GetPos() dlight.r = 255 dlight.g = 100 dlight.b = 0 dlight.brightness = 0.4 dlight.Decay = 500 dlight.Size = 128 dlight.DieTime = CurTime() + 1 end end util.Decal("FadingScorch", self:GetPos(), self:GetPos() - norm * 5) local emitter = ParticleEmitter(self:GetPos(), false) local dir = (norm + VectorRand() * 0.4):GetNormalized() local ___x = math.random(3, 10) for i = 1, ___x do local vectorrand = VectorRand() local part = emitter:Add("sprites/flamelet"..math.random(1,4), self:GetPos() + norm * i * 5) local vel = (norm + vectorrand * 0.4):GetNormalized() part:SetVelocity(vel * 200) part:SetAngleVelocity(AngleRand()) part:SetStartSize(10) part:SetEndSize(0) part:SetDieTime(0.2) local dietime vel = (dir + vectorrand * 0.3):GetNormalized() part = emitter:Add( "sprites/light_glow02_add", self:GetPos() + norm * 2 ); if(___x > 7 && i > 4) then dietime = math.random( 4, 6 ) part:SetNextThink(CurTime()) part:SetThinkFunction(function(p) local _y_ = p:GetLifeTime() / p:GetDieTime() local col = LerpVector(_y_ * (0.7 + math.sin(CurTime() * 5) * 0.3), Vector(255, 170, 0), Vector(255, 0, 0)) p:SetColor(col.x, col.y, col.z) p:SetNextThink(CurTime()) end) part:SetStartAlpha( 255 ); part:SetEndAlpha( 0 ); part:SetStartSize( math.random(1, 10) ); part:SetEndSize( 0 ); part:SetRoll( 0 ); part:SetGravity( Vector( 0, 0, -1000 ) ); part:SetVelocity( vel * 300); else part:SetColor(255, 128, 0) dietime = math.Rand(0.5, 0.8) part:SetStartAlpha( 255 ); part:SetEndAlpha( 0 ); part:SetStartSize( math.random(1, 5) ); part:SetEndSize( 0 ); part:SetRoll( 0 ); part:SetGravity( Vector( 0, 0, -200 ) ); part:SetVelocity( vel * 500); end part:SetDieTime( dietime ); part:SetCollide( true ); part:SetBounce( 0.3 ); part:SetAirResistance( 5 ); end local max = 5 local imax = 1/max for i = 1, max do local vectorrand = VectorRand() local part = emitter:Add("sprites/flamelet1", self:GetPos() + norm * (30 + i * 10) ) local vel = (norm + vectorrand * 0.4):GetNormalized() local _i = (max - i) * imax part:SetVelocity(vel * 200) part:SetAngleVelocity(AngleRand()) part:SetDieTime(_i * 0.3 + 0.2) part:SetStartAlpha( 128 ); part:SetEndAlpha( 0 ); part:SetStartSize( 48 * _i); part:SetEndSize( 13 ); part:SetCollide( true ); part:SetRoll(0) part:SetRollDelta(3) part:SetBounce( 0.1 ); part:SetAirResistance( 5 ); part:SetMaterial(PulserPointofimpact_FractalStructure) part:SetColor(128,128,128) end emitter:Finish() if(imptimer < CurTime()) then local rand = math.random(1,3) sound.Play("weapons/debris" .. rand .. ".wav", self:GetPos()) imptimer = CurTime() + rand * 0.3 end end local MRToFrance_beamSeanTyas = Material("sprites/baku_impactor") local mat = Material("sprites/light_glow02_add") function EFFECT:Render() local _y = (math.max(0, (self.DieTime - CurTime()) * inv)) local _y2 = (math.max(0, (self.DieTime2 - CurTime()) * inv2)) local __x = (math.sin(CurTime() * 20) * 0.5 + 1) local size = _y * 128 local size2 = _y2 * 48 render.SetMaterial(MRToFrance_beamSeanTyas) //render.DrawSprite(self:GetPos(), size * __x, size * __x, Color(255,128,0,size)) render.DrawBeam(self:GetPos(), self:GetPos() + self.Normal * size2, 16, 0.9, 0, Color(255,255,255,_y2 * 255)) render.SetMaterial(mat) render.DrawQuadEasy(self:GetPos(), self.Normal, _y * 90, _y * 90, Color(255,128,0,_y2 * 255)) end function EFFECT:Think() return self.DieTime > CurTime() end