Files
wnsrc/lua/effects/simfphys_tiger_muzzle.lua
lifestorm 9c918c46e5 Upload
2024-08-04 23:12:27 +03:00

165 lines
4.4 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 )
local vehicle = data:GetEntity()
if not IsValid( vehicle ) then return end
local ID = vehicle:LookupAttachment( "muzzle" )
if ID == 0 then return end
local Attachment = vehicle:GetAttachment( ID )
local Pos = Attachment.Pos
local Dir = Attachment.Ang:Up()
local vel = vehicle:GetVelocity()
self.emitter = ParticleEmitter( Pos, false )
self:Muzzle( Pos, Dir, vel )
self:Smoke( Pos, Dir, vel )
self:Smoke2( Pos, Attachment.Ang:Forward(), Dir, vel )
self:Smoke2( Pos, -Attachment.Ang:Forward(), Dir, vel )
self.Time = math.Rand(3,6)
self.DieTime = CurTime() + self.Time
self.AttachmentID = ID
self.Vehicle = vehicle
end
function EFFECT:Muzzle( pos, dir, vel )
if not self.emitter then return end
for i = 0,20 do
local particle = self.emitter:Add( "effects/muzzleflash2", pos )
if particle then
particle:SetVelocity( dir * math.Rand(50,200) + vel )
particle:SetDieTime( 0.3 )
particle:SetStartAlpha( 255 )
particle:SetStartSize( math.random(24,60) )
particle:SetEndSize( 0 )
particle:SetRoll( math.Rand( -1, 1 ) )
particle:SetColor( 255,255,255 )
particle:SetCollide( false )
end
end
end
function EFFECT:Smoke( pos, dir, vel )
if not self.emitter then return end
for i = 0,10 do
local particle = self.emitter:Add( Materials[math.random(1,table.Count( Materials ))], pos )
local rCol = math.Rand(120,140)
if particle then
particle:SetVelocity( dir * math.Rand(300,1300) + VectorRand() * math.Rand(0,10) + vel )
particle:SetDieTime( math.Rand(3,4) )
particle:SetAirResistance( math.Rand(300,600) )
particle:SetStartAlpha( math.Rand(50,150) )
particle:SetStartSize( 5 )
particle:SetEndSize( math.Rand(80,160) )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( rCol,rCol,rCol )
particle:SetGravity( VectorRand() * 200 + Vector(0,0,200) )
particle:SetCollide( false )
end
end
end
function EFFECT:Smoke2( pos, dir, dir_muzzle, vel )
if not self.emitter then return end
pos = pos + dir_muzzle * 5
for i = 0,20 do
local particle = self.emitter:Add( Materials[math.random(1,table.Count( Materials ))], pos )
if particle then
particle:SetVelocity( dir * math.Rand(250,800) + VectorRand() * math.Rand(0,50) + vel)
particle:SetDieTime( math.Rand(1,3) )
particle:SetAirResistance( 800 )
particle:SetStartAlpha( 150 )
particle:SetStartSize( 0 )
particle:SetEndSize( math.Rand(20,60) )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 120,120,120 )
particle:SetGravity( Vector(0,0,10) )
particle:SetCollide( false )
end
end
end
function EFFECT:Think()
local vehicle = self.Vehicle
if not IsValid( vehicle ) then return false end
if self.DieTime > CurTime() then
if self.emitter then
local intensity = ((self.DieTime - CurTime()) / self.Time)
local Attachment = vehicle:GetAttachment( self.AttachmentID )
local dir = Attachment.Ang:Up()
local pos = Attachment.Pos + dir * 15
for i = 0,math.Rand(3,6) do
local particle = self.emitter:Add( Materials[math.random(1,table.Count( Materials ))], pos )
if particle then
particle:SetVelocity( dir * 2 + VectorRand() * 10 )
particle:SetDieTime( math.Rand(1,2) )
particle:SetAirResistance( 0 )
particle:SetStartAlpha( (intensity ^ 5) * 20 )
particle:SetStartSize( intensity * 5 )
particle:SetEndSize( math.Rand(10,20) * intensity )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 120,120,120 )
particle:SetGravity( Vector(0,0,20) + VectorRand() * math.Rand(0,5) )
particle:SetCollide( false )
end
end
end
return true
else
if self.emitter then
self.emitter:Finish()
end
return false
end
end
function EFFECT:Render()
end