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

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2014-10-02 08:49:54 +08:00
function EFFECT:Init(data)
local pos = data:GetOrigin()
local norm = data:GetNormal()
local mag = data:GetMagnitude()
local ent = data:GetEntity()
local scale = math.Round(data:GetScale())
if ent:IsPlayer() then
ent:Dismember(DISMEMBER_HEAD)
end
sound.Play("physics/flesh/flesh_bloody_break.wav", pos, 77, math.Rand(50, 100))
sound.Play("physics/body/body_medium_break"..math.random(2, 4)..".wav", pos, 77, math.Rand(90, 110))
local emitter = ParticleEmitter(pos)
for i=1, 12 do
local particle = emitter:Add("noxctf/sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(norm * 32 + VectorRand() * 16)
particle:SetDieTime(math.Rand(1.5, 2.5))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(13, 14))
particle:SetEndSize(math.Rand(10, 12))
particle:SetRoll(180)
particle:SetDieTime(3)
particle:SetColor(255, 0, 0)
particle:SetLighting(true)
end
local particle = emitter:Add("noxctf/sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(norm * 32)
particle:SetDieTime(math.Rand(2.25, 3))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(28, 32))
particle:SetEndSize(math.Rand(14, 28))
particle:SetRoll(180)
particle:SetColor(255, 0, 0)
particle:SetLighting(true)
emitter:Finish()
util.Blood(pos, math.random(8, 10), Vector(0, 0, 1), 128)
local maxbound = Vector(3, 3, 3)
local minbound = maxbound * -1
for i=1, math.random(5, 8) do
local dir = (norm * 2 + VectorRand()) / 3
dir:Normalize()
local ent = ClientsideModel("models/props_junk/Rock001a.mdl", RENDERGROUP_OPAQUE)
if ent:IsValid() then
ent:SetMaterial("models/flesh")
ent:SetModelScale(math.Rand(0.2, 0.5), 0)
ent:SetPos(pos + dir * 6)
ent:PhysicsInitBox(minbound, maxbound)
ent:SetCollisionBounds(minbound, maxbound)
local phys = ent:GetPhysicsObject()
if phys:IsValid() then
phys:SetMaterial("zombieflesh")
phys:ApplyForceOffset(ent:GetPos() + VectorRand() * 5, dir * math.Rand(300, 800))
end
SafeRemoveEntityDelayed(ent, math.Rand(6, 10))
end
end
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end