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

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function EFFECT:Init(data)
local pos = data:GetOrigin()
local norm = data:GetNormal() * -1
local particle, dir, ang, heading, RandDarkness, Size
sound.Play("physics/glass/glass_sheet_break"..math.random(3)..".wav", pos, 70, math.Rand(95, 105))
sound.Play("ambient/fire/ignite.wav", pos, 80, math.Rand(80, 90))
local emitter = ParticleEmitter(pos)
emitter:SetNearClip(16, 24)
for i=1, math.random(12, 18) do
Size = math.Rand(2, 4)
RandDarkness = math.Rand(0.8, 1.0)
dir = (norm * 2 + VectorRand()) / 3
dir:Normalize()
particle = emitter:Add("particles/balloon_bit", pos)
particle:SetVelocity(dir * math.Rand(125, 200))
particle:SetLifeTime(0)
particle:SetDieTime(math.Rand(3, 5))
particle:SetStartAlpha(255)
particle:SetEndAlpha(100)
particle:SetStartSize(Size)
particle:SetEndSize(Size * 0.25)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-2, 2))
particle:SetGravity(Vector(0, 0, -400))
particle:SetColor(230 * RandDarkness, 230 * RandDarkness, 230 * RandDarkness)
particle:SetCollide(true)
particle:SetAngleVelocity(Angle(math.Rand(-160, 160), math.Rand(-160, 160), math.Rand(-160, 160)))
particle:SetBounce(0.45)
end
particle = emitter:Add("particle/smokestack", pos)
particle:SetDieTime(5)
particle:SetStartAlpha(225)
particle:SetEndAlpha(0)
particle:SetStartSize(1)
particle:SetEndSize(150)
particle:SetColor(30, 30, 30)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-2, 2))
for i=1, math.random(13, 16) do
particle = emitter:Add("particles/smokey", pos)
particle:SetVelocity(VectorRand() * 90 + norm * 200)
particle:SetDieTime(math.Rand(3.5, 5.25))
particle:SetStartAlpha(225)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(math.Rand(70, 92))
particle:SetColor(40, 40, 40)
particle:SetRoll(math.Rand(0, 360))
particle:SetAirResistance(32)
end
ang = norm:Angle():Right():Angle()
local step = 360 / 32
for i=1, 360, step do
ang:RotateAroundAxis(norm, step)
heading = ang:Forward() * 128
particle = emitter:Add("particles/smokey", pos)
particle:SetVelocity(heading)
particle:SetGravity(heading * -0.25)
particle:SetDieTime(math.Rand(2.4, 4.78))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(0)
particle:SetEndSize(92)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-3, 3))
particle:SetAirResistance(16)
particle:SetColor(45, 45, 45)
end
for i=1, 12 do
particle = emitter:Add("effects/fire_cloud1", pos)
particle:SetVelocity(norm * math.Rand(150, 190) + VectorRand():GetNormal() * math.Rand(180, 200))
particle:SetDieTime(math.Rand(1.35, 1.6))
particle:SetStartAlpha(230)
particle:SetEndAlpha(0)
particle:SetStartSize(48)
particle:SetEndSize(4)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-2, 2))
particle:SetAirResistance(100)
end
emitter:Finish() emitter = nil collectgarbage("step", 64)
util.Decal("Scorch", pos + norm, pos - norm)
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end