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path: root/entities/effects/barrel_gib/init.lua
blob: 1c2008f575ed15197986ced0bfd3041aac460464 (plain)
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function EFFECT:Init( data )

	self.Entity:SetModel( table.Random( GAMEMODE.BarrelGibs ) )

	self.Entity:PhysicsInit( SOLID_VPHYSICS )
	//self.Entity:SetMaterial( "models/flesh" )

	self.Entity:SetCollisionGroup( COLLISION_GROUP_DEBRIS )
	self.Entity:SetCollisionBounds( Vector( -128 -128, -128 ), Vector( 128, 128, 128 ) )
	self.Entity:SetAngles( Angle( math.Rand(0,360), math.Rand(0,360), math.Rand(0,360) ) )

	local phys = self.Entity:GetPhysicsObject()

	if IsValid( phys ) then

		local vec = VectorRand()
		vec.z = math.Clamp( vec.z, -0.4, 0.8 )

		phys:Wake()
		phys:SetMass( 100 )
		phys:AddAngleVelocity( VectorRand() * 500 )
		phys:SetVelocity( vec * math.Rand( 100, 200 ) )

	end

	self.LifeTime = CurTime() + 15

end

function EFFECT:Think( )

	return self.LifeTime > CurTime()

end

function EFFECT:Render()

	self.Entity:DrawModel()

end