mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
308 lines
8.7 KiB
Lua
308 lines
8.7 KiB
Lua
--[[
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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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EFFECT.GlowMat = Material( "sprites/light_glow02_add" )
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EFFECT.SmokeMat = {
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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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EFFECT.DustMat = {
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"effects/lvs_base/particle_debris_01",
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"effects/lvs_base/particle_debris_02",
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}
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EFFECT.DecalMat = Material( util.DecalMaterial( "Scorch" ) )
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function EFFECT:Init( data )
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self.Dir = Vector(0,0,1)
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self.Pos = data:GetOrigin()
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self.LifeTime = 0.35
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self.DieTime = CurTime() + self.LifeTime
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local scale = 3
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local emitter = ParticleEmitter( self.Pos, false )
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local VecCol = (render.GetLightColor( self.Pos + self.Dir ) * 0.5 + Vector(0.1,0.09,0.075)) * 255
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local DieTime = math.Rand(0.8,1.6)
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local traceSky = util.TraceLine( {
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start = self.Pos,
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endpos = self.Pos + Vector(0,0,50000),
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filter = self,
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} )
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local traceWater = util.TraceLine( {
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start = traceSky.HitPos,
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endpos = self.Pos - Vector(0,0,100),
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filter = self,
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mask = MASK_WATER,
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} )
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if traceWater.Hit then
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local effectdata = EffectData()
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effectdata:SetOrigin( traceWater.HitPos )
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effectdata:SetScale( 100 )
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effectdata:SetFlags( 2 )
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util.Effect( "WaterSplash", effectdata, true, true )
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else
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local trace = util.TraceLine( {
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start = self.Pos + Vector(0,0,100),
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endpos = self.Pos - Vector(0,0,100),
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} )
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if trace.Hit and not trace.HitNonWorld then
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for i = 1, 3 do
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local StartPos = trace.HitPos + Vector(math.random(-200,200),math.random(-200,200),0)
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local decalTrace = util.TraceLine( {
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start = StartPos + Vector(0,0,100),
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endpos = StartPos - Vector(0,0,100),
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} )
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util.DecalEx( self.DecalMat, trace.Entity, decalTrace.HitPos + decalTrace.HitNormal, decalTrace.HitNormal, Color(255,255,255,255), math.Rand(3,6), math.Rand(3,6) )
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end
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end
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end
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local Pos = self.Pos
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local Dist = (traceWater.HitPos - Pos):Length()
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local ply = LocalPlayer():GetViewEntity()
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if not IsValid( ply ) then return end
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local delay = (Pos - ply:GetPos()):Length() / 13503.9
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if traceWater.Hit and Dist > 150 then
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timer.Simple( delay, function()
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local effectdata = EffectData()
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effectdata:SetOrigin( Pos )
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util.Effect( "WaterSurfaceExplosion", effectdata, true, true )
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end )
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if Dist > 300 then return end
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else
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timer.Simple( delay, function()
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sound.Play( "LVS.BOMB_EXPLOSION", Pos )
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sound.Play( "LVS.BOMB_EXPLOSION_DYNAMIC", Pos )
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end )
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end
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for i = 1, 10 do
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for n = 0,6 do
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local particle = emitter:Add( self.DustMat[ math.random(1,#self.DustMat) ], self.Pos )
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if not particle then continue end
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particle:SetVelocity( (self.Dir * 50 * i + VectorRand() * 25) * scale )
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particle:SetDieTime( (i / 8) * DieTime )
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particle:SetAirResistance( 10 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 10 * scale )
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particle:SetEndSize( 20 * i * scale )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
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particle:SetGravity( Vector(0,0,-600) * scale )
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particle:SetCollide( false )
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end
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end
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for i = 1, 10 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ], self.Pos )
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if not particle then continue end
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particle:SetVelocity( (self.Dir * 50 * i + VectorRand() * 40) * scale )
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particle:SetDieTime( (i / 8) * DieTime )
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particle:SetAirResistance( 10 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 10 * scale )
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particle:SetEndSize( 20 * i * scale )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
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particle:SetGravity( Vector(0,0,-600) * scale )
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particle:SetCollide( false )
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end
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for i = 1,24 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , self.Pos )
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if particle then
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local ang = i * 15
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local X = math.cos( math.rad(ang) )
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local Y = math.sin( math.rad(ang) )
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local Vel = Vector(X,Y,0) * math.Rand(1500,2000)
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particle:SetVelocity( Vel * scale )
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particle:SetDieTime( math.Rand(1,3) )
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particle:SetAirResistance( 600 )
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particle:SetStartAlpha( 100 )
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particle:SetStartSize( 40 * scale )
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particle:SetEndSize( 200 * scale )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
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particle:SetGravity( Vector(0,0,60) * scale )
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particle:SetCollide( true )
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end
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end
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for i = 0, 15 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1, #self.SmokeMat ) ], self.Pos )
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if particle then
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particle:SetVelocity( VectorRand(-1,1) * 1000 )
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particle:SetDieTime( math.Rand(2,3) )
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particle:SetAirResistance( 200 )
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particle:SetStartAlpha( 100 )
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particle:SetStartSize( 200 )
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particle:SetEndSize( 600 )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetRollDelta( math.Rand(-1,1) )
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particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
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particle:SetGravity( Vector( 0, 0, -600 ) )
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particle:SetCollide( false )
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end
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end
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for i = 0, 15 do
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local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Pos )
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if particle then
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particle:SetVelocity( VectorRand(-1,1) * 500 )
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particle:SetDieTime( math.Rand(0.15,0.3) )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 25 )
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particle:SetEndSize( math.Rand(70,100) )
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particle:SetEndAlpha( 100 )
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particle:SetRoll( math.Rand( -1, 1 ) )
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particle:SetColor( 200,150,150 )
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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( "sprites/rico1", self.Pos )
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local vel = VectorRand() * 800
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if particle then
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particle:SetVelocity( vel )
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particle:SetAngles( vel:Angle() + Angle(0,90,0) )
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particle:SetDieTime( math.Rand(0.2,0.4) )
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particle:SetStartAlpha( 255 )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(20,40) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-100,100) )
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particle:SetRollDelta( 0 )
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particle:SetColor( 255, 255, 255 )
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particle:SetAirResistance( 0 )
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end
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end
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for i = 0,60 do
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local particle = emitter:Add( "effects/fleck_tile"..math.random(1,2), self.Pos )
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local vel = VectorRand() * math.Rand(800,1600)
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vel.z = math.Rand(1000,4000)
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if particle then
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particle:SetVelocity( vel )
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particle:SetDieTime( math.random(5,15) )
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particle:SetAirResistance( 10 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 5 )
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particle:SetEndSize( 5 )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( 0,0,0 )
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particle:SetGravity( Vector( 0, 0, -2000 ) )
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particle:SetCollide( true )
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particle:SetBounce( 0.3 )
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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:Explosion( pos , scale )
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local emitter = ParticleEmitter( pos, false )
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if not IsValid( emitter ) then return end
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for i = 0, 40 do
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local particle = emitter:Add( "particles/flamelet"..math.random(1,5), pos )
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if particle then
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particle:SetVelocity( VectorRand() * 1500 * scale )
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particle:SetDieTime( 0.2 )
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particle:SetStartAlpha( 255 )
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particle:SetStartSize( 20 * scale )
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particle:SetEndSize( math.Rand(180,240) * scale )
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particle:SetEndAlpha( 100 )
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particle:SetRoll( math.Rand( -1, 1 ) )
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particle:SetColor( 200,150,150 )
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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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local dlight = DynamicLight( math.random(0,9999) )
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if dlight then
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dlight.pos = pos
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dlight.r = 255
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dlight.g = 180
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dlight.b = 100
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dlight.brightness = 8
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dlight.Decay = 2000
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dlight.Size = 300
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dlight.DieTime = CurTime() + 1
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end
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end
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function EFFECT:Think()
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if self.DieTime < CurTime() then return false end
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return true
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end
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function EFFECT:Render()
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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render.SetMaterial( self.GlowMat )
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render.DrawSprite( self.Pos, 2000 * Scale, 2000 * Scale, Color( 255, 200, 150, 255) )
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local Scale = (self.DieTime - self.LifeTime + 0.25 - CurTime()) / 0.25
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local InvScale = 1 - Scale
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if Scale > 0 then
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render.SetColorMaterial()
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render.DrawSphere( self.Pos, -450 * InvScale, 30,30, Color( 255, 200, 150, 150 * (Scale ^ 2) ) )
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render.DrawSphere( self.Pos, -500 * InvScale, 30,30, Color( 255, 200, 150, 100 * (Scale ^ 2) ) )
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render.DrawSphere( self.Pos, -550 * InvScale, 30,30, Color( 255, 200, 150, 25 * (Scale ^ 2) ) )
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render.DrawSphere( self.Pos, 600 * InvScale, 30,30, Color( 255, 200, 150, 25 * (Scale ^ 2) ) )
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end
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end
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