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

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local function CollideCallback(oldparticle, hitpos, hitnormal)
if oldparticle:GetDieTime() == 0 then return end
oldparticle:SetDieTime(0)
local pos = hitpos + hitnormal
util.Decal("Blood", pos, hitpos - hitnormal)
end
function EFFECT:Init(data)
local pos = data:GetOrigin()
local norm = Vector(0, 0, 1)
local emitter = ParticleEmitter(pos)
for i=1, 15 do
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(norm * 275 + VectorRand() * 100)
particle:SetGravity(Vector(0,0,-450))
particle:SetDieTime(math.Rand(1.5, 2.5))
particle:SetStartAlpha(220)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(15, 18))
particle:SetEndSize(math.Rand(20, 24))
particle:SetRoll(math.random(360))
particle:SetRollDelta(math.random(-2, 2))
particle:SetColor(255, 0, 0)
particle:SetLighting(true)
end
for i=1, 64 do
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(VectorRand():GetNormalized() * 600)
particle:SetDieTime(math.Rand(0.18, 0.24))
particle:SetStartAlpha(255)
particle:SetEndAlpha(60)
particle:SetStartSize(math.Rand(12, 18))
particle:SetEndSize(math.Rand(8, 12))
particle:SetRoll(math.random(360))
particle:SetRollDelta(math.random(-8, 8))
particle:SetStartLength(12)
particle:SetEndLength(42)
particle:SetColor(255, 0, 0)
particle:SetCollide(true)
particle:SetCollideCallback(CollideCallback)
end
for i=1, 3 do
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(norm * 34)
particle:SetDieTime(math.Rand(0.3, 0.35))
particle:SetStartAlpha(math.random(220, 250))
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(24, 26))
particle:SetEndSize(math.Rand(145, 148))
particle:SetRoll(math.random(360))
particle:SetRollDelta(math.random(-5, 5))
particle:SetColor(255, 0, 0)
particle:SetLighting(true)
end
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
particle:SetVelocity(norm * 34)
particle:SetDieTime(math.Rand(1.5, 2))
particle:SetStartAlpha(220)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(28, 32))
particle:SetEndSize(math.Rand(56, 64))
particle:SetRoll(math.random(360))
particle:SetColor(255, 0, 0)
particle:SetLighting(true)
emitter:Finish() emitter = nil collectgarbage("step", 64)
util.Blood(pos, math.random(16, 22), Vector(0,0,1), 300)
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end