mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
121 lines
3.6 KiB
Lua
121 lines
3.6 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.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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function EFFECT:Init( data )
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local pos = data:GetOrigin()
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local dir = data:GetNormal()
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local scale = data:GetMagnitude()
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sound.Play( "physics/flesh/flesh_strider_impact_bullet"..math.random(1,3)..".wav", pos, 85, math.random(180,200) + 55 * math.max(1 - scale,0), 0.75 )
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sound.Play( "ambient/materials/rock"..math.random(1,5)..".wav", pos, 75, 180, 1 )
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local emitter = ParticleEmitter( pos, false )
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local VecCol = (render.GetLightColor( pos + dir ) * 0.5 + Vector(0.2,0.18,0.15)) * 255
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local DieTime = math.Rand(0.8,1.6)
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if dir.z > 0.85 then
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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) ] , pos )
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if not particle then continue end
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particle:SetVelocity( (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( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
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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) ] , pos )
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if not particle then continue end
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particle:SetVelocity( (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( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
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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 = 1,12 do
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local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos )
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if particle then
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local ang = i * 30
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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(200,1600) + Vector(0,0,50)
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Vel:Rotate( dir:Angle() + Angle(90,0,0) )
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particle:SetVelocity( Vel * scale )
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particle:SetDieTime( DieTime )
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particle:SetAirResistance( 500 )
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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( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) )
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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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emitter:Finish()
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end
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function EFFECT:Think()
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return false
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end
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function EFFECT:Render()
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end
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