mirror of
https://github.com/lifestorm/wnsrc.git
synced 2025-12-16 21:33:46 +03:00
265 lines
7.6 KiB
Lua
265 lines
7.6 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.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 = data:GetMagnitude() * 0.5
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self.Scale = 3 * scale
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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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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.BULLET_EXPLOSION", Pos )
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sound.Play( "LVS.BULLET_EXPLOSION_DYNAMIC", Pos )
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end )
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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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mask = MASK_SOLID_BRUSHONLY,
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} )
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if trace.Hit and not trace.HitNonWorld then
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util.DecalEx( self.DecalMat, trace.Entity, trace.HitPos + trace.HitNormal, trace.HitNormal, Color(255,255,255,255), self.Scale * 2.5, self.Scale * 2.5 )
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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) * self.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 * self.Scale )
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particle:SetEndSize( 20 * i * self.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) * self.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) * self.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 * self.Scale )
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particle:SetEndSize( 20 * i * self.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) * self.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 * self.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 * self.Scale )
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particle:SetEndSize( 200 * self.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) * self.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 * scale )
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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 * scale )
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particle:SetEndSize( 600 * scale )
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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( 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 = 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 * scale )
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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 * scale )
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particle:SetEndSize( math.Rand(70,100) * 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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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 * scale )
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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) * scale )
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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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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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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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if not self.Scale then return end
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local Scale = (self.DieTime - CurTime()) / self.LifeTime
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local R1 = 600 * self.Scale
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render.SetMaterial( self.GlowMat )
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render.DrawSprite( self.Pos, R1 * Scale, R1 * Scale, Color( 255, 200, 150, 255) )
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end
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