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

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2.9 KiB
Lua
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EFFECT.LifeTime = 7
EFFECT.NextEmit = 0
function EFFECT:Init(data)
local pos = data:GetOrigin()
local normal = data:GetNormal() * -1
pos = pos + normal
self.Pos = pos
self.Normal = normal
self.DieTime = CurTime() + self.LifeTime
sound.Play("weapons/physcannon/energy_sing_explosion2.wav", pos, 75, math.Rand(25, 35))
util.ScreenShake(pos, 5, 5, 1, 300)
local dlight = DynamicLight(0)
if dlight then
dlight.Pos = pos
dlight.r = 255
dlight.g = 255
dlight.b = 255
dlight.Brightness = 8
dlight.Size = 500
dlight.Decay = 2000
dlight.DieTime = CurTime() + self.LifeTime
end
if MySelf:IsValid() then
local eyepos = MySelf:EyePos()
local dist = eyepos:Distance(pos)
if dist < 400 and WorldVisible(eyepos, pos) then
local power = 1 - dist / 800
local dir = pos - eyepos
dir:Normalize()
power = power - (1 - math.max(0, EyeVector():Dot(dir))) / 3
if MySelf:Team() ~= TEAM_HUMAN then
power = power / 3
end
if not TrueVisible(eyepos, pos) then
power = power * 0.66
end
if MySelf:Team() ~= TEAM_UNDEAD then
power = math.max(power, 0.4)
end
if power > 0.5 then
MySelf:SetDSP(36)
end
local visionaltermul = MySelf.VisionAlterDurationMul or 1
util.WhiteOut(power * 8 * visionaltermul, 2 * visionaltermul)
end
end
end
function EFFECT:Think()
return CurTime() < self.DieTime
end
local matRefract = Material("refract_ring")
local matGlow = Material("sprites/glow04_noz")
local colGlow = Color(255, 255, 255)
function EFFECT:Render()
local pos = self.Pos
local delta = (self.DieTime - CurTime()) / self.LifeTime
local basesize = 64
basesize = basesize + basesize ^ (1.5 - delta)
if CurTime() >= self.NextEmit then
self.NextEmit = CurTime() + 0.05
local emitter = ParticleEmitter(pos)
emitter:SetNearClip(24, 32)
local heading = VectorRand()
heading:Normalize()
local particle = emitter:Add("effects/spark", pos + heading * 8)
particle:SetVelocity(420 * heading)
particle:SetDieTime(math.Rand(0.5, 0.85))
particle:SetStartAlpha(255)
particle:SetEndAlpha(255)
particle:SetStartSize(math.Rand(3, 4))
particle:SetEndSize(0)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-10, 10))
particle:SetAirResistance(250)
emitter:Finish() emitter = nil collectgarbage("step", 64)
end
matRefract:SetFloat("$refractamount", (0.75 + 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, color_white, 0)
render.DrawQuadEasy(pos, self.Normal, basesize, basesize, color_white, 0)
basesize = basesize * 1.25
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