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