diff options
Diffstat (limited to 'entities/effects/body_gib/init.lua')
| -rw-r--r-- | entities/effects/body_gib/init.lua | 73 |
1 files changed, 36 insertions, 37 deletions
diff --git a/entities/effects/body_gib/init.lua b/entities/effects/body_gib/init.lua index d433bce..586927e 100644 --- a/entities/effects/body_gib/init.lua +++ b/entities/effects/body_gib/init.lua @@ -4,13 +4,13 @@ function EFFECT:Init( data ) self.DieTime = CurTime() + 1.5 self.SoundTime = CurTime() + math.Rand( 0.2, 1.0 ) - + local pos = data:GetOrigin() + Vector(0,0,50) local emitter = ParticleEmitter( pos ) - + self.Pos = pos self.Normal = data:GetNormal() - + local particle = emitter:Add( "effects/blood_core", pos ) particle:SetDieTime( math.Rand( 0.5, 1.0 ) ) particle:SetStartAlpha( 255 ) @@ -19,7 +19,7 @@ function EFFECT:Init( data ) particle:SetEndSize( math.random( 100, 150 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) - + local particle = emitter:Add( "effects/blood_core", pos ) particle:SetDieTime( math.Rand( 6.0, 8.0 ) ) particle:SetStartAlpha( 50 ) @@ -29,9 +29,9 @@ function EFFECT:Init( data ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -5 ) ) - + for i=1, math.random(4,8) do - + local particle = emitter:Add( "effects/blood", pos ) particle:SetVelocity( VectorRand() * 100 + Vector(0,math.random(-25,25),50) ) particle:SetDieTime( 1.0 ) @@ -42,14 +42,14 @@ function EFFECT:Init( data ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -300 ) ) - + end - + for i=1, 12 do - + local vec = VectorRand() vec.z = math.Rand( -0.2, 1.0 ) - + local particle = emitter:Add( "nuke/gore" .. math.random(1,2), pos ) particle:SetVelocity( vec * 250 + ( self.Normal * ( i * 10 ) ) ) particle:SetDieTime( math.Rand( 0.5, 1.0 ) ) @@ -60,14 +60,14 @@ function EFFECT:Init( data ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -300 ) ) - + end - + for i=1, math.random(3,6) do - + local vec = VectorRand() vec.z = math.Rand( -0.2, 1.0 ) - + local particle = emitter:Add( "nuke/gore" .. math.random(1,2), pos + Vector(0,0,math.random(-10,10)) ) particle:SetVelocity( vec * 300 ) particle:SetLifeTime( 0 ) @@ -78,65 +78,64 @@ function EFFECT:Init( data ) particle:SetEndSize( 1 ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 40, 0, 0 ) - + particle:SetGravity( Vector( 0, 0, -500 ) ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) - + particle:SetCollideCallback( function( part, pos, normal ) - + util.Decal( "Blood", pos + normal, pos - normal ) - + end ) - + end emitter:Finish() - + for i=1, 8 do - + local ed = EffectData() ed:SetOrigin( pos + Vector(0,0,math.random(0,30)) ) - + if i < 4 then ed:SetScale( 1 ) else ed:SetScale( 2 ) end - + util.Effect( "player_gib", ed, true, true ) - + end - + if LocalPlayer():GetPos():Distance( pos ) <= 300 then - + local frac = 1 - ( LocalPlayer():GetPos():Distance( pos ) / 300 ) - + for i=1, math.Round( frac * 6 ) do - + AddStain() - + end - + end - + end function EFFECT:Think( ) if self.SoundTime < CurTime() then - + sound.Play( table.Random( GAMEMODE.GoreSplat ), self.Pos, 100, math.random(90,110) ) - + self.SoundTime = CurTime() + math.Rand( 0.2, 0.6 ) - + end return self.DieTime > CurTime() - + end function EFFECT:Render() - -end +end |
