Files
wnsrc/lua/effects/lvs_explosion_bomb.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

308 lines
8.7 KiB
Lua

--[[
| 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 = 3
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 )
else
local trace = util.TraceLine( {
start = self.Pos + Vector(0,0,100),
endpos = self.Pos - Vector(0,0,100),
} )
if trace.Hit and not trace.HitNonWorld then
for i = 1, 3 do
local StartPos = trace.HitPos + Vector(math.random(-200,200),math.random(-200,200),0)
local decalTrace = util.TraceLine( {
start = StartPos + Vector(0,0,100),
endpos = StartPos - Vector(0,0,100),
} )
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) )
end
end
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.BOMB_EXPLOSION", Pos )
sound.Play( "LVS.BOMB_EXPLOSION_DYNAMIC", Pos )
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) * scale )
particle:SetDieTime( (i / 8) * DieTime )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 10 * scale )
particle:SetEndSize( 20 * i * scale )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
particle:SetGravity( Vector(0,0,-600) * 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) * scale )
particle:SetDieTime( (i / 8) * DieTime )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 10 * scale )
particle:SetEndSize( 20 * i * scale )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
particle:SetGravity( Vector(0,0,-600) * 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 * scale )
particle:SetDieTime( math.Rand(1,3) )
particle:SetAirResistance( 600 )
particle:SetStartAlpha( 100 )
particle:SetStartSize( 40 * scale )
particle:SetEndSize( 200 * scale )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
particle:SetGravity( Vector(0,0,60) * 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 )
particle:SetDieTime( math.Rand(2,3) )
particle:SetAirResistance( 200 )
particle:SetStartAlpha( 100 )
particle:SetStartSize( 200 )
particle:SetEndSize( 600 )
particle:SetRoll( math.Rand(-1,1) )
particle:SetRollDelta( math.Rand(-1,1) )
particle:SetColor( VecCol.r, VecCol.g, VecCol.b )
particle:SetGravity( Vector( 0, 0, -600 ) )
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 )
particle:SetDieTime( math.Rand(0.15,0.3) )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 25 )
particle:SetEndSize( math.Rand(70,100) )
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 )
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) )
particle:SetEndSize( 0 )
particle:SetRoll( math.Rand(-100,100) )
particle:SetRollDelta( 0 )
particle:SetColor( 255, 255, 255 )
particle:SetAirResistance( 0 )
end
end
for i = 0,60 do
local particle = emitter:Add( "effects/fleck_tile"..math.random(1,2), self.Pos )
local vel = VectorRand() * math.Rand(800,1600)
vel.z = math.Rand(1000,4000)
if particle then
particle:SetVelocity( vel )
particle:SetDieTime( math.random(5,15) )
particle:SetAirResistance( 10 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( 5 )
particle:SetEndSize( 5 )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 0,0,0 )
particle:SetGravity( Vector( 0, 0, -2000 ) )
particle:SetCollide( true )
particle:SetBounce( 0.3 )
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()
local dlight = DynamicLight( math.random(0,9999) )
if dlight then
dlight.pos = pos
dlight.r = 255
dlight.g = 180
dlight.b = 100
dlight.brightness = 8
dlight.Decay = 2000
dlight.Size = 300
dlight.DieTime = CurTime() + 1
end
end
function EFFECT:Think()
if self.DieTime < CurTime() then return false end
return true
end
function EFFECT:Render()
local Scale = (self.DieTime - CurTime()) / self.LifeTime
render.SetMaterial( self.GlowMat )
render.DrawSprite( self.Pos, 2000 * Scale, 2000 * Scale, Color( 255, 200, 150, 255) )
local Scale = (self.DieTime - self.LifeTime + 0.25 - CurTime()) / 0.25
local InvScale = 1 - Scale
if Scale > 0 then
render.SetColorMaterial()
render.DrawSphere( self.Pos, -450 * InvScale, 30,30, Color( 255, 200, 150, 150 * (Scale ^ 2) ) )
render.DrawSphere( self.Pos, -500 * InvScale, 30,30, Color( 255, 200, 150, 100 * (Scale ^ 2) ) )
render.DrawSphere( self.Pos, -550 * InvScale, 30,30, Color( 255, 200, 150, 25 * (Scale ^ 2) ) )
render.DrawSphere( self.Pos, 600 * InvScale, 30,30, Color( 255, 200, 150, 25 * (Scale ^ 2) ) )
end
end