diff options
Diffstat (limited to 'entities/effects/c4_explosion')
| -rw-r--r-- | entities/effects/c4_explosion/init.lua | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/entities/effects/c4_explosion/init.lua b/entities/effects/c4_explosion/init.lua new file mode 100644 index 0000000..bb676cc --- /dev/null +++ b/entities/effects/c4_explosion/init.lua @@ -0,0 +1,176 @@ + +function EFFECT:Init( data ) + + local pos = data:GetOrigin() + + local emitter = ParticleEmitter( pos ) + + for i=1,math.random(10,15) do + + local particle = emitter:Add( "particles/smokey", pos ) + + particle:SetVelocity( Vector(math.random(-90, 90),math.random(-90, 90), math.random(-70, 70) ) ) + particle:SetDieTime( math.Rand(3,6) ) + particle:SetStartAlpha( math.Rand( 55, 115 ) ) + particle:SetStartSize( math.Rand( 20, 30 ) ) + particle:SetEndSize( math.Rand( 140, 240 ) ) + particle:SetRoll( math.Rand( -95, 95 ) ) + particle:SetRollDelta( math.Rand( -0.12, 0.12 ) ) + particle:SetColor( 10,10,10 ) + + end + + for i=1, math.random(10,15) do + + local particle = emitter:Add( "effects/muzzleflash"..math.random(1,4), pos + Vector(math.random(-40,40),math.random(-40,40),math.random(-30,50))) + + particle:SetVelocity( Vector(math.random(-150,150),math.random(-150,150),math.random(100,200)) ) + particle:SetDieTime( math.Rand(1,1.5) ) + particle:SetStartAlpha( math.Rand( 200, 240 ) ) + particle:SetStartSize( 5 ) + particle:SetEndSize( math.Rand( 90, 100 ) ) + particle:SetRoll( math.Rand( -360, 360 ) ) + particle:SetRollDelta( math.Rand( -1, 1 ) ) + particle:SetColor( math.Rand( 150, 255 ), math.Rand( 100, 150 ), 100 ) + particle:VelocityDecay( false ) + + end + + for i=1, math.random(15,25) do + + local particle = emitter:Add( "effects/muzzleflash"..math.random(1,4), pos + Vector(math.random(-40,40),math.random(-40,40),math.random(10,20))) + + particle:SetVelocity( Vector(math.random(-200,200),math.random(-200,200),math.random(0,60)) ) + particle:SetDieTime( math.Rand( 1, 2 ) ) + particle:SetStartAlpha( math.Rand( 200, 240 ) ) + particle:SetStartSize( 48 ) + particle:SetEndSize( math.Rand( 168, 190 ) ) + particle:SetRoll( math.Rand( 360,480 ) ) + particle:SetRollDelta( math.Rand( -1, 1 ) ) + particle:SetColor( math.Rand( 150, 255 ), math.Rand( 100, 150 ), 100 ) + particle:VelocityDecay( true ) + + end + + for i=0,math.random(5,9) do + + local particle = emitter:Add( "effects/fire_embers"..math.random(1,3), pos ) + particle:SetVelocity( Vector(math.random(-400,400),math.random(-400,400),math.random(300,550)) ) + particle:SetDieTime(math.Rand(2,5)) + particle:SetStartAlpha(math.random(140,220)) + particle:SetEndAlpha(50) + particle:SetStartSize(math.random(3,4)) + particle:SetEndSize(0) + particle:SetRoll(math.random(-200,200)) + particle:SetRollDelta( math.random( -1, 1 ) ) + particle:SetColor(255, 220, 100) + particle:SetGravity(Vector(0,0,-520)) //-600 is normal + particle:SetCollide(true) + particle:SetBounce(0.45) + + end + + for i=1, 5 do + + local particle = emitter:Add( "particle/particle_smokegrenade", pos ) + + particle:SetDieTime( math.Rand( 2.0, 4.0 ) ) + particle:SetStartAlpha( 255 ) + particle:SetEndAlpha( 0 ) + + if i % 2 == 1 then + particle:SetVelocity( Vector( math.random(-100,100), math.random(-100,100), math.random(0,50) ) ) + particle:SetStartSize( math.Rand( 50, 100 ) ) + particle:SetEndSize( math.Rand( 250, 500 ) ) + else + particle:SetVelocity( Vector( math.random(-200,200), math.random(-200,200), 0 ) ) + particle:SetStartSize( math.Rand( 50, 100 ) ) + particle:SetEndSize( math.Rand( 200, 400 ) ) + end + + particle:SetRoll( math.Rand( -360, 360 ) ) + particle:SetRollDelta( math.Rand( -0.1, 0.1 ) ) + + local dark = math.random( 10, 50 ) + particle:SetColor( dark, dark, dark ) + + if math.random(1,4) != 1 then + + local vec = Vector( math.Rand(-8,8), math.Rand(-8,8), math.Rand(8,12) ) + local particle = emitter:Add( "effects/fire_cloud2", pos + vec * 10 ) + + particle:SetVelocity( vec * 80 ) + particle:SetDieTime( 1.0 ) + particle:SetStartAlpha( 255 ) + particle:SetEndAlpha( 100 ) + particle:SetStartSize( 8 ) + particle:SetEndSize( 0 ) + particle:SetColor( math.random( 150, 255 ), math.random( 100, 150 ), 100 ) + + particle:SetGravity( Vector( 0, 0, math.random( -700, -500 ) ) ) + particle:SetAirResistance( math.random( 20, 60 ) ) + particle:SetCollide( true ) + + particle:SetLifeTime( 0 ) + particle:SetThinkFunction( CloudThink ) + particle:SetNextThink( CurTime() + 0.1 ) + + end + + end + + emitter:Finish() + + local dlight = DynamicLight( self.Entity:EntIndex() ) + + if dlight then + + dlight.Pos = pos + dlight.r = 250 + dlight.g = 200 + dlight.b = 50 + dlight.Brightness = math.Rand( 4, 8 ) + dlight.Decay = 1024 + dlight.size = 1024 + dlight.DieTime = CurTime() + 5 + + end + +end + +function EFFECT:Think( ) + + return false + +end + +function EFFECT:Render() + +end + +function CloudThink( part ) + + part:SetNextThink( CurTime() + 0.12 ) + + local scale = 1 - part:GetLifeTime() + local pos = part:GetPos() + local emitter = ParticleEmitter( pos ) + + local particle = emitter:Add( "particle/particle_smokegrenade", pos ) + + particle:SetVelocity( VectorRand() * 3 + ( WindVector * ( 3 * ( 1 - scale ) ) ) ) + particle:SetDieTime( math.Rand( 2.0, 3.0 ) + scale * 1.0 ) + particle:SetStartAlpha( math.random( 100, 150 ) ) + particle:SetEndAlpha( 0 ) + particle:SetStartSize( math.random( 1, 3 ) + scale * math.random( 20, 50 ) ) + particle:SetEndSize( math.random( 1, 5 ) + scale * math.random( 30, 50 ) ) + + particle:SetRoll( math.Rand( -360, 360 ) ) + particle:SetRollDelta( math.Rand( -0.1, 0.1 ) ) + + local dark = math.random( 10, 50 ) + particle:SetColor( dark, dark, dark ) + + emitter:Finish() + +end |
