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

109 lines
4.2 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/
--]]
if (!file.Exists("autorun/vj_base_autorun.lua","LUA")) then return end
/*--------------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
--------------------------------------------------*/
-- Based off of the GMod lasertracer
EFFECT.MainMat = Material("vj_hl/tracer_middle")
function EFFECT:Init(data)
self.StartPos = data:GetStart()
self.EndPos = data:GetOrigin()
local ent = data:GetEntity()
local att = data:GetAttachment()
local locPly = LocalPlayer()
if (IsValid( ent ) && att > 0) then
if (ent.Owner == locPly && locPly:GetViewModel() != locPly) then ent = ent.Owner:GetViewModel() end
att = ent:GetAttachment(att)
if (att) then
self.StartPos = att.Pos
end
end
self.Dir = self.EndPos - self.StartPos
self:SetRenderBoundsWS(self.StartPos, self.EndPos)
self.TracerTime = math.min(1, self.StartPos:Distance(self.EndPos) / 10000) -- Calculate death time
self.Length = 0.1
-- Die when it reaches its target
self.DieTime = CurTime() + self.TracerTime
end
---------------------------------------------------------------------------------------------------------------------------------------------
local metalMat = {[MAT_VENT]=true, [MAT_METAL]=true, [MAT_GRATE]=true, [MAT_GLASS]=true, [MAT_COMPUTER]=true}
local vecDef = Vector(0, 0, 0)
--
function EFFECT:Think()
-- When it hits
if CurTime() > self.DieTime then
local tr = util.TraceLine({
start = self.StartPos,
endpos = self.EndPos
})
if tr.Hit && metalMat[tr.MatType] then
sound.Play("vj_hlr/fx/ric" .. math.random(1, 5) .. ".wav", self.EndPos, 80, 100)
local Emitter = ParticleEmitter(self.EndPos)
if GetConVar("vj_hlr1_sparkfx"):GetInt() == 1 then
for _ = 1, math.random(5, 15) do
local particle = Emitter:Add("vj_hl/tracer_middle", self.EndPos)
particle:SetVelocity(VectorRand()*math.Rand(100, 350))
particle:SetDieTime(math.Rand(0.1, 1))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(1)
particle:SetEndSize(3)
particle:SetRoll(math.random(0, 360))
particle:SetGravity(Vector(math.random(-300, 300), math.random(-300, 300), math.random(-300, -700)))
particle:SetCollide(true)
particle:SetBounce(0.9)
particle:SetAirResistance(120)
particle:SetStartLength(0)
particle:SetEndLength(0.1)
particle:SetVelocityScale(true)
particle:SetCollide(true)
particle:SetColor(255, 231, 166)
end
end
local fx = Emitter:Add("vj_hl/rico"..math.random(1, 2), self.EndPos)
fx:SetVelocity(vecDef)
fx:SetAirResistance(160)
fx:SetDieTime(0.15)
fx:SetStartAlpha(255)
fx:SetEndAlpha(0)
fx:SetStartSize(math.random(4, 6))
fx:SetEndSize(5)
fx:SetRoll(math.Rand(180, 360))
fx:SetRollDelta(math.Rand(-1, 1))
fx:SetColor(255,255,255)
end
return false
end
return true
end
---------------------------------------------------------------------------------------------------------------------------------------------
local colorBeam = Color(255, 255, 255, 25)
--
function EFFECT:Render()
local fDelta = (self.DieTime - CurTime()) / self.TracerTime
fDelta = math.Clamp(fDelta, 0, 1) ^ 0.5
render.SetMaterial(self.MainMat)
local sinWave = math.sin(fDelta * math.pi)
render.DrawBeam(self.EndPos - self.Dir * (fDelta - sinWave * self.Length), self.EndPos - self.Dir * (fDelta + sinWave * self.Length), 20 + sinWave * 3, 1, 0, colorBeam)
end
/*--------------------------------------------------
*** Copyright (c) 2012-2023 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
--------------------------------------------------*/