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

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function EFFECT:Init( data )
self.Position = data:GetStart()
self.WeaponEnt = data:GetEntity()
self.Attachment = data:GetAttachment()
self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment )
self.EndPos = data:GetOrigin()
self.Alpha = 255
self.Life = 0
self:SetRenderBoundsWS( self.StartPos, self.EndPos )
end
function EFFECT:Think( )
self.Life = self.Life + FrameTime() * 6
self.Alpha = 255 * ( 1 - self.Life )
return ( self.Life < 1 )
end
local beam1mat = Material("trails/electric")
local glowmat = Material("sprites/light_glow02_add")
function EFFECT:Render()
if ( self.Alpha < 1 ) then return end
local texcoord = math.Rand( 0, 1 )
local norm = (self.StartPos - self.EndPos) * self.Life
self.Length = norm:Length()
render.SetMaterial( beam1mat )
for i = 1, 2 do
render.DrawBeam(self.StartPos + (VectorRand() * 2), self.EndPos + (VectorRand() * 3), 4, texcoord, texcoord + self.Length / 128, Color( 50, 255, 135, self.Alpha ))
end
render.SetMaterial(glowmat)
render.DrawSprite(self.StartPos, 20, 20, Color(50, 245, 235, self.Alpha))
render.DrawSprite(self.EndPos, 15, 15, Color(50, 245, 235, self.Alpha))
end