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

115 lines
2.8 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/
--]]
local Materials = {
"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"
}
function EFFECT:Init( data )
if not LVS.ShowPhysicsEffects then
self.LifeTime = 0
self.DieTime = 0
return
end
self.Pos = data:GetOrigin()
self.mat = Material( "sprites/light_glow02_add" )
self.LifeTime = 0.2
self.DieTime = CurTime() + self.LifeTime
local Col = self.Col
local Pos = self.Pos
local Dir = data:GetNormal()
local Strength = data:GetMagnitude()
local emitter = ParticleEmitter( Pos, false )
for i = 0,1 do
local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], Pos )
local vel = VectorRand() * 100 + Dir * 40
if particle then
particle:SetVelocity( vel )
particle:SetDieTime( 1 )
particle:SetAirResistance( 1000 )
particle:SetStartAlpha( 10 )
particle:SetStartSize( 2 )
particle:SetEndSize( 12 )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 40, 30, 20 )
particle:SetGravity( Dir * 50 )
particle:SetCollide( false )
end
end
for i = 0, 3 do
local particle = emitter:Add( "sprites/rico1", Pos )
local vel = VectorRand() * 25 * (1 - Strength) + (VectorRand() * 100 + Dir * 150) * Strength
if particle then
particle:SetVelocity( vel )
particle:SetAngles( vel:Angle() + Angle(0,90,0) )
particle:SetDieTime( 2 )
particle:SetStartAlpha( math.Rand( 200, 255 ) )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 2 )
particle:SetEndSize( 0.25 )
particle:SetRoll( math.Rand(-100,100) )
particle:SetRollDelta( math.Rand(-100,100) )
particle:SetCollide( true )
particle:SetBounce( 0.5 )
particle:SetAirResistance( 0 )
particle:SetColor( 255, 200, 0 )
particle:SetGravity( Vector(0,0,-600) )
end
end
emitter:Finish()
end
function EFFECT:Think()
if self.DieTime < CurTime() then
return false
end
return true
end
local mat = Material( "sprites/light_glow02_add" )
function EFFECT:Render()
if not LVS.ShowPhysicsEffects then return end
local Scale = (self.DieTime - CurTime()) / self.LifeTime
render.SetMaterial( mat )
render.DrawSprite( self.Pos, 32, 32, Color( 255 * Scale, 175 * Scale, 80 * Scale, 255) )
end