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

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EFFECT.LifeTime = 0.45
function EFFECT:Init(effectdata)
local pos = effectdata:GetOrigin()
local normal = effectdata:GetNormal()
pos = pos + normal
self.Pos = pos
self.Normal = normal
self.DieTime = CurTime() + self.LifeTime
local particle
sound.Play("weapons/physcannon/energy_disintegrate"..math.random(4, 5)..".wav", pos, 80, math.random(70, 90))
sound.Play("weapons/physcannon/energy_sing_explosion2.wav", pos, 80, math.random(105, 120))
local emitter = ParticleEmitter(pos)
local emitter2 = ParticleEmitter(pos, true)
emitter:SetNearClip(24, 32)
emitter2:SetNearClip(24, 32)
for i=1, 100 do
particle = emitter:Add("effects/splash2", pos)
particle:SetDieTime(0.4)
particle:SetColor(75, 110, 255)
particle:SetStartAlpha(185)
particle:SetEndAlpha(0)
particle:SetStartSize(6)
particle:SetEndSize(6)
particle:SetStartLength(0)
particle:SetEndLength(90)
particle:SetVelocity(VectorRand():GetNormal() * 220)
end
local ringstart = pos + normal * -3
for i=1, 3 do
particle = emitter2:Add("effects/select_ring", ringstart)
particle:SetDieTime(0.1 + i * 0.1)
particle:SetColor(75, 115, 255)
particle:SetStartAlpha(185)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(110)
particle:SetAngles(normal:Angle())
particle = emitter2:Add("effects/select_ring", ringstart)
particle:SetDieTime(0.2 + i * 0.1)
particle:SetColor(75, 115, 255)
particle:SetStartAlpha(185)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(120)
particle:SetAngles(normal:Angle())
end
emitter:Finish()
emitter2:Finish()
end
function EFFECT:Think()
return CurTime() < self.DieTime
end
local matRefract = Material("refract_ring")
local matGlow = Material("sprites/glow04_noz")
local colGlow = Color(75, 115, 255)
function EFFECT:Render()
local delta = (self.DieTime - CurTime()) / self.LifeTime
local basesize = 48
basesize = basesize + basesize ^ (1.5 - delta)
local pos = self.Pos
matRefract:SetFloat("$refractamount", (10.75 + math.abs(math.sin(CurTime() * 5)) * math.pi * 0.25) * delta)
render.SetMaterial(matRefract)
render.UpdateRefractTexture()
render.DrawSprite(pos, basesize, basesize)
render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
basesize = basesize * 0.75
colGlow.a = delta * 255
render.SetMaterial(matGlow)
render.DrawSprite(pos, basesize, basesize, colGlow)
render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
end