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

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2014-10-02 08:49:54 +08:00
EFFECT.DieTime = 0
function EFFECT:Init(data)
self.StartPos = data:GetStart()
self.EndPos = data:GetOrigin()
self.Dir = self.EndPos - self.StartPos
self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos)
self.DieTime = CurTime() + 0.1
sound.Play("weapons/fx/rics/ric"..math.random(5)..".wav", self.StartPos, 73, math.random(100, 110))
end
function EFFECT:Think()
return CurTime() < self.DieTime
end
local matBeam = Material("effects/spark")
function EFFECT:Render()
local fDelta = (self.DieTime - CurTime()) / 0.1
fDelta = math.Clamp(fDelta, 0, 1)
local sinWave = math.sin(fDelta * math.pi)
render.SetMaterial(matBeam)
render.DrawBeam(self.EndPos - self.Dir * (fDelta - sinWave * 0.3), self.EndPos - self.Dir * (fDelta + sinWave * 0.3), 2 + sinWave * 8, 1, 0, color_white)
end