78 lines
2.5 KiB
Lua
78 lines
2.5 KiB
Lua
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function EFFECT:Init( data )
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self.Position = data:GetStart()
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self.WeaponEnt = data:GetEntity()
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self.Attachment = data:GetAttachment()
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self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment )
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self.EndPos = data:GetOrigin()
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self.Life = 0
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self:SetRenderBoundsWS( self.StartPos, self.EndPos )
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end
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function EFFECT:Think( )
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self.Life = self.Life + FrameTime() * 6 -- Effect should dissipate before the next one.
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self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment )
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return self.Life < 1
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end
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local beammat = Material("trails/smoke")
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local glowmat = Material("sprites/light_glow02_add")
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function EFFECT:Render()
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local texcoord = math.Rand( 0, 1 )
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local norm = (self.StartPos - self.EndPos) * self.Life
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local dir = (self.StartPos - self.EndPos):Angle()
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local dfwd = dir:Forward()
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local dup = dir:Up()
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local drgt = dir:Right()
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local nlen = norm:Length()
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local prevspinpos = self.StartPos
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local alpha = 1 - self.Life
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local emitter = ParticleEmitter(self.EndPos)
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emitter:SetNearClip(24, 32)
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local particle = emitter:Add("effects/fleck_glass"..math.random(1, 3), self.EndPos - (self.EndPos - self.StartPos) * math.Rand(0, 1))
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local vel = VectorRand():GetNormal() * 160
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particle:SetDieTime(1)
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particle:SetColor(0,0,0)
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particle:SetStartAlpha(200)
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particle:SetEndAlpha(0)
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particle:SetStartSize(2)
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particle:SetEndSize(0)
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particle:SetVelocity(vel)
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particle:SetGravity(vel * -1.7)
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particle:SetRoll(math.random(360))
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emitter:Finish() emitter = nil collectgarbage("step", 64)
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render.SetMaterial(beammat)
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for i = 0, nlen, 32 do
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if i > 704 then break end -- Limit the range on the spin beam effect...otherwise might be expensive.
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local set = i - CurTime() * 15
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local basebeampos = self.StartPos - dfwd * i
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local spinbeampos = basebeampos + dup * math.sin(set) * 6 + drgt * math.cos(set) * 6
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if i == 704 then spinbeampos = basebeampos end -- Tie the spin back into the main beam at the end of the spin beams
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render.DrawBeam(prevspinpos, spinbeampos, 3, texcoord + i, texcoord + nlen / 128 + i, Color(150, 150, 150, 255 * alpha))
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prevspinpos = spinbeampos
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end
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for i = 0, 4 do
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render.DrawBeam(self.StartPos, self.EndPos, 6, texcoord, texcoord + nlen / 128, Color(0, 0, 0, 200 * alpha))
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end
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render.DrawBeam(self.StartPos, self.EndPos, 2, texcoord, texcoord + nlen / 128, Color(125, 125, 125, 175 * alpha))
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render.SetMaterial(glowmat)
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render.DrawSprite(self.StartPos, 50, 50, Color(160, 160, 160, 160 * alpha))
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render.DrawSprite(self.EndPos, 50, 50, Color(160, 160, 160, 148 * alpha))
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end
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