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

189 lines
4.8 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"
}
EFFECT.DecalMat = Material( util.DecalMaterial( "Scorch" ) )
function EFFECT:Init( data )
local Pos = data:GetOrigin()
self.DieTime = CurTime() + 1
self:Explosion( Pos, 2 )
local ply = LocalPlayer():GetViewEntity()
if IsValid( ply ) then
local delay = (Pos - ply:GetPos()):Length() / 13503.9
timer.Simple( delay, function()
sound.Play( "LVS.DYNAMIC_EXPLOSION", Pos )
end )
else
sound.Play( "LVS.DYNAMIC_EXPLOSION", Pos )
end
for i = 1, 20 do
timer.Simple(math.Rand(0,0.01) * i, function()
if IsValid( self ) then
local p = Pos + VectorRand() * 10 * i
self:Explosion( p, math.Rand(0.5,0.8) )
end
end)
end
self:Debris( Pos )
local traceSky = util.TraceLine( {
start = Pos,
endpos = Pos + Vector(0,0,50000),
mask = MASK_SOLID_BRUSHONLY,
} )
local traceWater = util.TraceLine( {
start = traceSky.HitPos,
endpos = Pos - Vector(0,0,100),
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 = Pos + Vector(0,0,100),
endpos = Pos - Vector(0,0,100),
mask = MASK_SOLID_BRUSHONLY,
} )
if trace.Hit and not trace.HitNonWorld then
for i = 1, 10 do
local StartPos = trace.HitPos + Vector(math.random(-25,25) * i,math.random(-25,25) * i,0)
local decalTrace = util.TraceLine( {
start = StartPos + Vector(0,0,100),
endpos = StartPos - Vector(0,0,100),
mask = MASK_SOLID_BRUSHONLY,
} )
util.DecalEx( self.DecalMat, trace.Entity, decalTrace.HitPos + decalTrace.HitNormal, decalTrace.HitNormal, Color(255,255,255,255), math.Rand(2,3), math.Rand(2,3) )
end
end
end
end
function EFFECT:Debris( pos )
local emitter = ParticleEmitter( pos, false )
if not IsValid( emitter ) then return end
for i = 0,60 do
local particle = emitter:Add( "effects/fleck_tile"..math.random(1,2), pos )
local vel = VectorRand() * math.Rand(200,600)
vel.z = math.Rand(200,600)
if particle then
particle:SetVelocity( vel )
particle:SetDieTime( math.Rand(10,15) )
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, -600 ) )
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 = 0,10 do
local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos )
if particle then
particle:SetVelocity( VectorRand() * 1500 * scale )
particle:SetDieTime( math.Rand(0.75,1.5) * scale )
particle:SetAirResistance( math.Rand(200,600) )
particle:SetStartAlpha( 255 )
particle:SetStartSize( math.Rand(60,120) * scale )
particle:SetEndSize( math.Rand(220,320) * scale )
particle:SetRoll( math.Rand(-1,1) )
particle:SetColor( 40,40,40 )
particle:SetGravity( Vector( 0, 0, 100 ) )
particle:SetCollide( false )
end
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 CurTime() < self.DieTime then return true end
return false
end
function EFFECT:Render()
end