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

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function EFFECT:Init( data )
self.Position = data:GetStart()
self.WeaponEnt = data:GetEntity()
self.Attachment = data:GetAttachment()
self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment )
self.EndPos = data:GetOrigin()
self.Life = 0
self:SetRenderBoundsWS( self.StartPos, self.EndPos )
end
function EFFECT:Think( )
self.Life = self.Life + FrameTime() * 3 -- Effect should dissipate before the next one.
self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment )
return (self.Life < 1)
end
local beammat = Material("trails/physbeam")
local glowmat = Material("sprites/light_glow02_add")
function EFFECT:Render()
local texcoord = math.Rand(0, 1)
local norm = (self.StartPos - self.EndPos) * self.Life
local nlen = norm:Length()
local alpha = (1 - self.Life) * 0.2
render.SetMaterial(beammat)
local vec = Vector(math.cos(CurTime() * 0.5) * 8, math.sin(CurTime() * 0.5) * 10, 0)
local cubicone = CosineInterpolation(self.StartPos - vec * 1, self.EndPos, 0.2)
local cubictwo = CosineInterpolation(cubicone, self.EndPos - vec * 1, 0.4)
local cubiconenorm = (cubicone - cubictwo)
local emitter = ParticleEmitter(self.StartPos)
emitter:SetNearClip(24, 32)
for i=1, 2 do
local type = math.random(2) == 1
local particle = emitter:Add("effects/blueflare1", (type and cubicone or cubictwo) + norm * math.Rand(-1, 0))
particle:SetDieTime(0.1)
particle:SetColor(150,255,130)
particle:SetStartAlpha(alpha * 255)
particle:SetEndAlpha(0)
particle:SetStartSize(16)
particle:SetEndSize(0)
particle:SetVelocity((type and cubiconenorm or norm) * -12 + VectorRand() * 6)
particle:SetGravity((type and cubiconenorm or norm) * (type and 30 or 21))
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
for i = 0, 4 do
render.DrawBeam(self.StartPos, cubicone, 6, texcoord, texcoord + nlen / 128, Color(150, 255, 130, 255 * alpha))
render.DrawBeam(cubicone, cubictwo, 6, texcoord, texcoord + nlen / 128, Color(150, 255, 130, 255 * alpha))
render.DrawBeam(cubictwo, self.EndPos, 6, texcoord, texcoord + nlen / 128, Color(150, 255, 130, 255 * alpha))
end
render.DrawBeam(self.StartPos, cubicone, 27, texcoord, texcoord + nlen / 128, Color(190, 255, 190, 170 * alpha))
render.DrawBeam(cubicone, cubictwo, 27, texcoord, texcoord + nlen / 128, Color(190, 255, 190, 170 * alpha))
render.DrawBeam(cubictwo, self.EndPos, 27, texcoord, texcoord + nlen / 128, Color(190, 255, 190, 170 * alpha))
render.SetMaterial(glowmat)
render.DrawSprite(self.StartPos, 30, 30, Color(190, 255, 190, 148 * alpha))
render.DrawSprite(self.EndPos, 30, 30, Color(190, 255, 190, 148 * alpha))
end