e9da54c2f9
Too many changes to list.
113 lines
2.9 KiB
Lua
113 lines
2.9 KiB
Lua
EFFECT.LifeTime = 7
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EFFECT.NextEmit = 0
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function EFFECT:Init(data)
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local pos = data:GetOrigin()
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local normal = data:GetNormal() * -1
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pos = pos + normal
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self.Pos = pos
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self.Normal = normal
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self.DieTime = CurTime() + self.LifeTime
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sound.Play("weapons/physcannon/energy_sing_explosion2.wav", pos, 75, math.Rand(25, 35))
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util.ScreenShake(pos, 5, 5, 1, 300)
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local dlight = DynamicLight(0)
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if dlight then
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dlight.Pos = pos
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dlight.r = 255
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dlight.g = 255
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dlight.b = 255
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dlight.Brightness = 8
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dlight.Size = 500
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dlight.Decay = 2000
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dlight.DieTime = CurTime() + self.LifeTime
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end
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if MySelf:IsValid() then
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local eyepos = MySelf:EyePos()
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local dist = eyepos:Distance(pos)
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if dist < 400 and WorldVisible(eyepos, pos) then
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local power = 1 - dist / 800
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local dir = pos - eyepos
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dir:Normalize()
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power = power - (1 - math.max(0, EyeVector():Dot(dir))) / 3
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if MySelf:Team() ~= TEAM_HUMAN then
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power = power / 3
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end
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if not TrueVisible(eyepos, pos) then
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power = power * 0.66
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end
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if MySelf:Team() ~= TEAM_UNDEAD then
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power = math.max(power, 0.4)
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end
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if power > 0.5 then
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MySelf:SetDSP(36)
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end
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local visionaltermul = MySelf.VisionAlterDurationMul or 1
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util.WhiteOut(power * 8 * visionaltermul, 2 * visionaltermul)
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end
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end
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end
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function EFFECT:Think()
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return CurTime() < self.DieTime
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end
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local matRefract = Material("refract_ring")
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local matGlow = Material("sprites/glow04_noz")
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local colGlow = Color(255, 255, 255)
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function EFFECT:Render()
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local pos = self.Pos
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local delta = (self.DieTime - CurTime()) / self.LifeTime
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local basesize = 64
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basesize = basesize + basesize ^ (1.5 - delta)
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if CurTime() >= self.NextEmit then
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self.NextEmit = CurTime() + 0.05
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local emitter = ParticleEmitter(pos)
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emitter:SetNearClip(24, 32)
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local heading = VectorRand()
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heading:Normalize()
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local particle = emitter:Add("effects/spark", pos + heading * 8)
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particle:SetVelocity(420 * heading)
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particle:SetDieTime(math.Rand(0.5, 0.85))
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particle:SetStartAlpha(255)
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particle:SetEndAlpha(255)
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particle:SetStartSize(math.Rand(3, 4))
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particle:SetEndSize(0)
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particle:SetRoll(math.Rand(0, 360))
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particle:SetRollDelta(math.Rand(-10, 10))
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particle:SetAirResistance(250)
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emitter:Finish() emitter = nil collectgarbage("step", 64)
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end
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matRefract:SetFloat("$refractamount", (0.75 + math.abs(math.sin(CurTime() * 5)) * math.pi * 0.25) * delta)
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render.SetMaterial(matRefract)
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render.UpdateRefractTexture()
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render.DrawSprite(pos, basesize, basesize)
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render.DrawQuadEasy(pos, self.Normal, basesize, basesize, color_white, 0)
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render.DrawQuadEasy(pos, self.Normal, basesize, basesize, color_white, 0)
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basesize = basesize * 1.25
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colGlow.a = delta * 255
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render.SetMaterial(matGlow)
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render.DrawSprite(pos, basesize, basesize, colGlow)
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render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
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render.DrawQuadEasy(pos, self.Normal, basesize, basesize, colGlow, 0)
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end
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