--[[ | 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.GlowMat = Material( "sprites/light_glow02_add" ) EFFECT.SmokeMat = { "particle/smokesprites_0001", "particle/smokesprites_0002", "particle/smokesprites_0003", "particle/smokesprites_0004", "particle/smokesprites_0005", "particle/smokesprites_0006", "particle/smokesprites_0007", "particle/smokesprites_0008", "particle/smokesprites_0009", "particle/smokesprites_0010", "particle/smokesprites_0011", "particle/smokesprites_0012", "particle/smokesprites_0013", "particle/smokesprites_0014", "particle/smokesprites_0015", "particle/smokesprites_0016" } EFFECT.DustMat = { "effects/lvs_base/particle_debris_01", "effects/lvs_base/particle_debris_02", } EFFECT.DecalMat = Material( util.DecalMaterial( "Scorch" ) ) function EFFECT:Init( data ) self.Dir = Vector(0,0,1) self.Pos = data:GetOrigin() self.LifeTime = 0.35 self.DieTime = CurTime() + self.LifeTime local scale = data:GetMagnitude() * 0.5 self.Scale = 3 * scale local emitter = ParticleEmitter( self.Pos, false ) local VecCol = (render.GetLightColor( self.Pos + self.Dir ) * 0.5 + Vector(0.1,0.09,0.075)) * 255 local DieTime = math.Rand(0.8,1.6) local traceSky = util.TraceLine( { start = self.Pos, endpos = self.Pos + Vector(0,0,50000), filter = self, } ) local traceWater = util.TraceLine( { start = traceSky.HitPos, endpos = self.Pos - Vector(0,0,100), filter = self, mask = MASK_WATER, } ) if traceWater.Hit then local effectdata = EffectData() effectdata:SetOrigin( traceWater.HitPos ) effectdata:SetScale( 100 ) effectdata:SetFlags( 2 ) util.Effect( "WaterSplash", effectdata, true, true ) end local Pos = self.Pos local Dist = (traceWater.HitPos - Pos):Length() local ply = LocalPlayer():GetViewEntity() if not IsValid( ply ) then return end local delay = (Pos - ply:GetPos()):Length() / 13503.9 if traceWater.Hit and Dist > 150 then timer.Simple( delay, function() local effectdata = EffectData() effectdata:SetOrigin( Pos ) util.Effect( "WaterSurfaceExplosion", effectdata, true, true ) end ) if Dist > 300 then return end else timer.Simple( delay, function() sound.Play( "LVS.BULLET_EXPLOSION", Pos ) sound.Play( "LVS.BULLET_EXPLOSION_DYNAMIC", Pos ) end ) local trace = util.TraceLine( { start = self.Pos + Vector(0,0,100), endpos = self.Pos - Vector(0,0,100), mask = MASK_SOLID_BRUSHONLY, } ) if trace.Hit and not trace.HitNonWorld then util.DecalEx( self.DecalMat, trace.Entity, trace.HitPos + trace.HitNormal, trace.HitNormal, Color(255,255,255,255), self.Scale * 2.5, self.Scale * 2.5 ) end end for i = 1, 10 do for n = 0,6 do local particle = emitter:Add( self.DustMat[ math.random(1,#self.DustMat) ], self.Pos ) if not particle then continue end particle:SetVelocity( (self.Dir * 50 * i + VectorRand() * 25) * self.Scale ) particle:SetDieTime( (i / 8) * DieTime ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 10 * self.Scale ) particle:SetEndSize( 20 * i * self.Scale ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector(0,0,-600) * self.Scale ) particle:SetCollide( false ) end end for i = 1, 10 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ], self.Pos ) if not particle then continue end particle:SetVelocity( (self.Dir * 50 * i + VectorRand() * 40) * self.Scale ) particle:SetDieTime( (i / 8) * DieTime ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 10 * self.Scale ) particle:SetEndSize( 20 * i * self.Scale ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector(0,0,-600) * self.Scale ) particle:SetCollide( false ) end for i = 1,24 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , self.Pos ) if particle then local ang = i * 15 local X = math.cos( math.rad(ang) ) local Y = math.sin( math.rad(ang) ) local Vel = Vector(X,Y,0) * math.Rand(1500,2000) particle:SetVelocity( Vel * self.Scale ) particle:SetDieTime( math.Rand(1,3) ) particle:SetAirResistance( 600 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 40 * self.Scale ) particle:SetEndSize( 200 * self.Scale ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector(0,0,60) * self.Scale ) particle:SetCollide( true ) end end for i = 0, 15 do local particle = emitter:Add( self.SmokeMat[ math.random(1, #self.SmokeMat ) ], self.Pos ) if particle then particle:SetVelocity( VectorRand(-1,1) * 1000 * scale ) particle:SetDieTime( math.Rand(2,3) ) particle:SetAirResistance( 200 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 200 * scale ) particle:SetEndSize( 600 * scale ) particle:SetRoll( math.Rand(-1,1) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector( 0, 0, -600 ) * scale ) particle:SetCollide( false ) end end for i = 0, 15 do local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Pos ) if particle then particle:SetVelocity( VectorRand(-1,1) * 500 * scale ) particle:SetDieTime( math.Rand(0.15,0.3) ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 25 * scale ) particle:SetEndSize( math.Rand(70,100) * scale ) particle:SetEndAlpha( 100 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( 200,150,150 ) particle:SetCollide( false ) end end for i = 0, 20 do local particle = emitter:Add( "sprites/rico1", self.Pos ) local vel = VectorRand() * 800 if particle then particle:SetVelocity( vel * scale ) particle:SetAngles( vel:Angle() + Angle(0,90,0) ) particle:SetDieTime( math.Rand(0.2,0.4) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(20,40) * scale ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(-100,100) ) particle:SetRollDelta( 0 ) particle:SetColor( 255, 255, 255 ) particle:SetAirResistance( 0 ) end end emitter:Finish() end function EFFECT:Explosion( pos , scale ) local emitter = ParticleEmitter( pos, false ) if not IsValid( emitter ) then return end for i = 0, 40 do local particle = emitter:Add( "particles/flamelet"..math.random(1,5), pos ) if particle then particle:SetVelocity( VectorRand() * 1500 * scale ) particle:SetDieTime( 0.2 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 20 * scale ) particle:SetEndSize( math.Rand(180,240) * scale ) particle:SetEndAlpha( 100 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( 200,150,150 ) particle:SetCollide( false ) end end emitter:Finish() end function EFFECT:Think() if self.DieTime < CurTime() then return false end return true end function EFFECT:Render() if not self.Scale then return end local Scale = (self.DieTime - CurTime()) / self.LifeTime local R1 = 600 * self.Scale render.SetMaterial( self.GlowMat ) render.DrawSprite( self.Pos, R1 * Scale, R1 * Scale, Color( 255, 200, 150, 255) ) end