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

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util.PrecacheSound("physics/flesh/flesh_bloody_impact_hard1.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard1.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard2.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard3.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard4.wav")
local function CollideCallbackSmall(particle, hitpos, hitnormal)
if particle:GetDieTime() == 0 then return end
particle:SetDieTime(0)
if math.random(3) == 3 then
sound.Play("physics/flesh/flesh_bloody_impact_hard1.wav", hitpos, 50, math.Rand(95, 105))
util.Decal("Impact.Flesh", hitpos + hitnormal, hitpos - hitnormal)
end
end
local function CollideCallback(oldparticle, hitpos, hitnormal)
if oldparticle:GetDieTime() == 0 then return end
oldparticle:SetDieTime(0)
local pos = hitpos + hitnormal
if math.random(3) == 3 then
sound.Play("physics/flesh/flesh_squishy_impact_hard"..math.random(4)..".wav", hitpos, 50, math.Rand(95, 105))
end
util.Decal("Blood", pos, hitpos - hitnormal)
local num = math.random(-4, 4)
if num < 1 then return end
local nhitnormal = hitnormal * 90
local emitter = ParticleEmitter(pos)
for i=1, num do
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
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particle:SetLighting(true)
particle:SetVelocity(VectorRand():GetNormalized() * math.Rand(75, 150) + nhitnormal)
particle:SetDieTime(3)
particle:SetStartAlpha(255)
particle:SetEndAlpha(255)
particle:SetStartSize(math.Rand(1.5, 2.5))
particle:SetEndSize(1.5)
particle:SetRoll(math.Rand(-25, 25))
particle:SetRollDelta(math.Rand(-25, 25))
particle:SetAirResistance(5)
particle:SetGravity(Vector(0, 0, -600))
particle:SetCollide(true)
particle:SetColor(255, 0, 0)
particle:SetCollideCallback(CollideCallbackSmall)
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
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end
function EFFECT:Init(data)
local pos = data:GetOrigin() + Vector(0, 0, 10)
local dir = data:GetNormal()
local force = data:GetScale()
local emitter = ParticleEmitter(pos)
for i=1, data:GetMagnitude() do
local heading = (VectorRand():GetNormalized() * 3 + dir) / 4
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos + heading)
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particle:SetVelocity(force * math.Rand(0.8, 1) * heading)
particle:SetDieTime(math.Rand(3, 6))
particle:SetStartAlpha(200)
particle:SetEndAlpha(200)
particle:SetStartSize(math.Rand(3, 5))
particle:SetEndSize(3)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-20, 20))
particle:SetAirResistance(5)
particle:SetGravity(Vector(0, 0, -600))
particle:SetCollide(true)
particle:SetLighting(true)
particle:SetColor(255, 0, 0)
particle:SetCollideCallback(CollideCallback)
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
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end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end