zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/explosion_chem.lua

69 lines
2 KiB
Lua
Raw Permalink Normal View History

function EFFECT:Init(data)
local pos = data:GetOrigin()
local magnitude = data:GetMagnitude()
sound.Play("ambient/explosions/explode_" .. math.random(8, 9) .. ".wav", pos, 70 + magnitude * 20, math.Rand(175, 180) - magnitude * 55)
local emitter = ParticleEmitter(pos)
emitter:SetNearClip(16, 24)
local particle, heading
for i=1, math.random(8, 11) do
heading = VectorRand()
heading:Normalize()
particle = emitter:Add("particle/smokestack", pos + 16 * magnitude * heading)
particle:SetVelocity(72 * magnitude * heading)
particle:SetDieTime(math.Rand(1.3, 1.6))
particle:SetStartAlpha(170)
particle:SetEndAlpha(0)
particle:SetStartSize(32 * magnitude)
particle:SetEndSize(4 * magnitude)
particle:SetColor(60, 140, 60)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-1, 1))
end
for i=1, math.random(3, 6) do
particle = emitter:Add("particle/smokestack", pos)
particle:SetVelocity(math.Rand(48, 82) * magnitude * VectorRand():GetNormalized())
particle:SetDieTime(math.Rand(1.7, 1.8))
particle:SetStartAlpha(150)
particle:SetEndAlpha(0)
particle:SetStartSize(8 * magnitude)
particle:SetEndSize(70 * magnitude)
particle:SetColor(20, 50, 20)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-1, 1))
particle:SetAirResistance(10)
end
for i=1, math.random(14, 18) do
heading = VectorRand()
heading:Normalize()
particle = emitter:Add("effects/fire_cloud1", pos + heading * 16)
particle:SetVelocity(math.Rand(100, 200) * magnitude * heading)
particle:SetDieTime(math.Rand(0.45, 0.65))
particle:SetStartAlpha(130)
particle:SetEndAlpha(0)
particle:SetStartSize(20 * magnitude)
particle:SetEndSize(10 * magnitude)
particle:SetColor(115, 255, 145)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-3, 3))
particle:SetAirResistance(60)
particle:SetGravity(math.Rand(-50, -100) * magnitude * heading)
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end