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|
GM.Weather = {}
GM.Weather.Rain = 0
GM.Weather.Thunder = 0
GM.Weather.Lightning = 0
GM.Weather.Wind = 0
GM.Weather.TransitionTime = 60 // 1 minute for weather transitions
GM.Weather.New = {}
GM.Weather.New.Rain = 0
GM.Weather.New.Thunder = 0
GM.Weather.New.Lightning = 0
GM.Weather.New.Wind = 0
function GM:EntityKeyValue( ent, key, val )
if ent:GetClass() == "worldspawn" and key == "skyname" then
SetGlobalString( "SkyName", val )
end
end
function GM:WeatherInit()
if CLIENT then
RainEmitter = ParticleEmitter( Vector(0,0,0) )
end
end
function GM:PlayerIndoors( ply )
if SERVER then
return ply:IsIndoors()
else
local tr = util.TraceLine( util.GetPlayerTrace( LocalPlayer(), Vector(0,0,1) ) )
if tr.HitWorld and not tr.HitSky then
GAMEMODE.PlayerIsIndoors = true
return true
end
end
GAMEMODE.PlayerIsIndoors = false
return false
end
function GM:RandomizeWeather( force )
GAMEMODE.Weather.New.Rain = 0
GAMEMODE.Weather.New.Thunder = 0
GAMEMODE.Weather.New.Lightning = 0
GAMEMODE.Weather.New.Wind = 0
if math.random(1,5) == 1 and not force then
GAMEMODE:SynchWeather()
return {0,0,0,0}
end
for k,v in pairs( GAMEMODE.Weather.New ) do
if math.random(1,5) > 1 then
GAMEMODE.Weather.New[k] = math.Rand(0,1)
if math.random(1,3) == 1 then
GAMEMODE.Weather.New[k] = 1
end
end
end
local count = 0
for k,v in pairs( GAMEMODE.Weather.New ) do
if v == 0 then
count = count + 1
end
end
if count == 4 or math.random(1,10) == 1 then
GAMEMODE.Weather.New.Rain = 1
GAMEMODE.Weather.New.Thunder = 1
GAMEMODE.Weather.New.Lightning = 1
GAMEMODE.Weather.New.Wind = 1
end
GAMEMODE:SynchWeather()
return { GAMEMODE.Weather.New.Rain, GAMEMODE.Weather.New.Thunder, GAMEMODE.Weather.New.Lightning, GAMEMODE.Weather.New.Wind }
end
function GM:ManualWeather( rain, thunder, lightning, wind )
GAMEMODE.Weather.New.Rain = rain
GAMEMODE.Weather.New.Thunder = thunder
GAMEMODE.Weather.New.Lightning = lightning
GAMEMODE.Weather.New.Wind = wind
GAMEMODE.Weather.NextShift = CurTime() + math.random( 240, 480 )
GAMEMODE:SynchWeather()
end
function GM:ShiftWeather()
for k,v in pairs( GAMEMODE.Weather.New ) do
if v < 0.2 and math.random(1,2) == 1 then
GAMEMODE.Weather.New[k] = 0
else
GAMEMODE.Weather.New[k] = math.Clamp( v + math.Rand( -0.2, math.Rand( 0.2, 0.3 ) ), 0, 1 )
end
end
GAMEMODE:SynchWeather()
end
function GM:WeatherThink()
if not GAMEMODE.Weather.NextShift then
GAMEMODE.Weather.NextShift = CurTime() + math.random( 120, 600 )
elseif GAMEMODE.Weather.NextShift < CurTime() then
GAMEMODE.Weather.NextShift = nil
GAMEMODE:ShiftWeather()
end
end
function GM:SynchWeather()
net.Start( "WeatherSynch" )
net.WriteTable( GAMEMODE.Weather.New )
net.Broadcast()
end
if SERVER then return end
net.Receive( "WeatherSynch", function( len )
GAMEMODE.Weather.New = net.ReadTable()
GAMEMODE.Weather.Transition = true
GAMEMODE.Weather.Inc = 0
//PrintTable( GAMEMODE.Weather.New )
end )
function GM:ProcessWeather()
GAMEMODE:RainThink()
GAMEMODE:ThunderThink()
GAMEMODE:LightningThink()
GAMEMODE:WindThink()
if GAMEMODE.Weather.Transition then
//local scale = 1 - ( ( GAMEMODE.Weather.Transition - CurTime() ) / GAMEMODE.Weather.TransitionTime )
if GAMEMODE.Weather.Inc <= CurTime() then
GAMEMODE.Weather.Inc = CurTime() + 1
local count = 0
for k,v in pairs( GAMEMODE.Weather.New ) do
local diff = math.abs( GAMEMODE.Weather[k] - GAMEMODE.Weather.New[k] )
local inc = diff / GAMEMODE.Weather.TransitionTime
GAMEMODE.Weather[k] = math.Approach( GAMEMODE.Weather[k], GAMEMODE.Weather.New[k], inc )
if GAMEMODE.Weather[k] == GAMEMODE.Weather.New[k] then
count = count + 1
end
end
if count == 4 then
GAMEMODE.Weather.Transition = false
end
end
end
end
RainMat = surface.GetTextureID( "effects/rain_warp" )
function GM:PaintWeather()
if GAMEMODE.Weather.Rain > 0 and render.GetDXLevel() >= 90 then
for k,v in pairs( GAMEMODE.RainDrops ) do
local scale = math.Clamp( ( v.Time - CurTime() ) / v.Life, 0, 1 )
surface.SetDrawColor( 200, 200, 220, 255 * scale )
surface.SetTexture( RainMat )
surface.DrawTexturedRect( v.X, v.Y - v.Movement * scale, v.Size, v.Size )
end
end
end
function GM:GetSky()
local tr = util.TraceLine( util.GetPlayerTrace( LocalPlayer(), Vector(0,0,1) ) )
if tr.HitSky then
GAMEMODE.LastSkyPos = tr.HitPos
GAMEMODE.PlayerIsIndoors = false
GAMEMODE:ComputeSkyBounds()
return tr.HitPos
elseif GAMEMODE.LastSkyPos then
GAMEMODE.PlayerIsIndoors = true
return GAMEMODE.LastSkyPos
else
return LocalPlayer():GetPos()
end
end
GM.RainDist = 1000
GM.RainDrops = {}
function GM:ComputeSkyBounds()
local trace = {}
trace.start = GAMEMODE.LastSkyPos
trace.endpos = trace.start + Vector( GAMEMODE.RainDist, 0, 0 )
local tr = util.TraceLine( trace )
trace = {}
trace.start = tr.HitPos
trace.endpos = trace.start + Vector( 0, GAMEMODE.RainDist, 0 )
tr = util.TraceLine( trace )
GAMEMODE.RightSkyBound = tr.HitPos
trace = {}
trace.start = GAMEMODE.LastSkyPos
trace.endpos = trace.start + Vector( GAMEMODE.RainDist * -1, 0, 0 )
tr = util.TraceLine( trace )
trace = {}
trace.start = tr.HitPos
trace.endpos = trace.start + Vector( 0, GAMEMODE.RainDist * -1, 0 )
tr = util.TraceLine( trace )
GAMEMODE.LeftSkyBound = tr.HitPos
end
function GM:GetClosestSkyPos()
local skypos = GAMEMODE:GetSky()
local pos = LocalPlayer():GetPos()
local trace = {}
trace.start = skypos
trace.endpos = Vector( pos.x, pos.y, skypos.z )
local tr = util.TraceLine( trace )
GAMEMODE.LastSkyPos = tr.HitPos
GAMEMODE:ComputeSkyBounds()
return tr.HitPos
end
GM.RainSound = Sound( "ambient/weather/rumble_rain_nowind.wav" )
function GM:RainThink()
for k,v in pairs( GAMEMODE.RainDrops ) do
if v.Time < CurTime() then
table.remove( GAMEMODE.RainDrops, k )
break
end
end
if GAMEMODE.Weather.Rain > 0 and ( GAMEMODE.NextRainDrop or 0 ) < CurTime() and not GAMEMODE.PlayerIsIndoors then
GAMEMODE.NextRainDrop = CurTime() + math.Rand( 1 - GAMEMODE.Weather.Rain, ( 1.2 - GAMEMODE.Weather.Rain ) * 3 )
for i=1, math.random( 1, math.floor( GAMEMODE.Weather.Rain * 4 ) ) do
local tbl = {}
tbl.Size = math.random( 40, 80 ) + math.random( 0, GAMEMODE.Weather.Rain * 20 )
tbl.X = math.random( 0, ScrW() - tbl.Size )
tbl.Y = math.random( 0, ScrH() - tbl.Size )
tbl.Movement = math.random( 20, 80 )
tbl.Life = math.Rand( 1.0, 5.0 )
tbl.Time = CurTime() + tbl.Life
if math.random(1,5) == 1 then
tbl.Movement = 10
end
table.insert( GAMEMODE.RainDrops, tbl )
end
end
if ( GAMEMODE.NextRain or 0 ) < CurTime() then
GAMEMODE.NextRain = CurTime() + 0.2
local amt = math.floor( GAMEMODE.Weather.Rain * 175 * CV_Density:GetFloat() )
GAMEMODE:SpawnRain( amt )
if not GAMEMODE.RainNoise then
GAMEMODE.RainNoise = CreateSound( LocalPlayer(), GAMEMODE.RainSound )
GAMEMODE.RainNoise:PlayEx( GAMEMODE.Weather.Rain * 0.3, 100 )
GAMEMODE.RainVolume = GAMEMODE.Weather.Rain * 0.4
else
if GAMEMODE.PlayerIsIndoors then
GAMEMODE.RainVolume = math.Approach( ( GAMEMODE.RainVolume or 0 ), math.max( GAMEMODE.Weather.Rain * 0.05, 0.02 ), 0.01 )
elseif GAMEMODE.Weather.Rain == 0 then
GAMEMODE.RainVolume = math.Approach( ( GAMEMODE.RainVolume or 0 ), 0, 0.002 )
else
GAMEMODE.RainVolume = math.Approach( ( GAMEMODE.RainVolume or 0 ), math.max( GAMEMODE.Weather.Rain * 0.4, 0.02 ), 0.002 )
end
GAMEMODE.RainNoise:ChangeVolume( GAMEMODE.RainVolume, GAMEMODE.RainVolume )
end
end
end
function GM:SpawnRain( amt )
if amt == 0 and not GetGlobalBool( "Radiation", false ) then return end
local function RainCollision( particle, pos, norm )
particle:SetDieTime( 0 )
if math.random(1,6) == 1 then
local particle = RainEmitter:Add( "effects/blood", pos )
particle:SetVelocity( Vector(0,0,0) )
particle:SetLifeTime( 0 )
particle:SetDieTime( 0.25 )
particle:SetStartAlpha( 100 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 1 )
particle:SetEndSize( math.Rand( 3, 10 + GAMEMODE.Weather.Rain * 5 ) )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetAirResistance( 0 )
particle:SetCollide( false )
//particle:SetColor( Color( 200, 200, 250 ) )
end
end
local function CloudCollision( particle, pos, norm )
particle:SetDieTime( 0 )
end
local function RadCollision( particle, pos, norm )
particle:SetDieTime( math.Rand( 1.0, 3.0 ) )
end
local pos = GAMEMODE:GetClosestSkyPos()
if not pos then return end
if GetGlobalBool( "Radiation", false ) then
for i=1, 10 do
local vec = Vector( math.random( GAMEMODE.LeftSkyBound.x, GAMEMODE.RightSkyBound.x ), math.random( GAMEMODE.LeftSkyBound.y, GAMEMODE.RightSkyBound.y ), pos.z )
local particle = RainEmitter:Add( "effects/rain_cloud", vec )
particle:SetVelocity( Vector( 0, 0, math.random( -1000, -800 ) ) + WindVector * math.Rand( 0, 2.0 ) )
particle:SetLifeTime( 0 )
particle:SetDieTime( 10 )
particle:SetStartAlpha( math.random( 5, 10 ) )
particle:SetEndAlpha( 5 )
particle:SetStartSize( math.random( 150, 250 ) )
particle:SetEndSize( 250 )
particle:SetAirResistance( 0 )
particle:SetCollide( true )
particle:SetBounce( 0 )
particle:SetColor( Color( 100, 250, 50 ) )
particle:SetCollideCallback( CloudCollision )
if i < 3 then
local particle = RainEmitter:Add( "effects/rain_cloud", vec )
particle:SetVelocity( Vector( 0, 0, math.random( -1000, -800 ) ) + WindVector * math.Rand( 0, 2.0 ) )
particle:SetLifeTime( 0 )
particle:SetDieTime( 10 )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 1, 3 ) )
particle:SetEndSize( 0 )
particle:SetRoll( math.random( -180, 180 ) )
particle:SetColor( 100, 200, 0 )
particle:SetGravity( Vector( 0, 0, -300 ) + WindVector * ( math.sin( CurTime() * 0.01 ) * 20 ) )
particle:SetCollide( true )
particle:SetCollideCallback( RadCollision )
particle:SetBounce( math.Rand( 0, 0.1 ) )
end
end
end
if amt == 0 then return end
for i=1, amt do
local vec = Vector( math.random( GAMEMODE.LeftSkyBound.x, GAMEMODE.RightSkyBound.x ), math.random( GAMEMODE.LeftSkyBound.y, GAMEMODE.RightSkyBound.y ), pos.z )
local len = math.random( 40, 80 )
local particle = RainEmitter:Add( "particle/Water/WaterDrop_001a", vec )
particle:SetVelocity( Vector( 0, 0, math.random( -1000, -800 ) ) )
particle:SetLifeTime( 0 )
particle:SetDieTime( 10 )
particle:SetStartAlpha( math.random( 5, 20 ) )
particle:SetEndAlpha( 20 )
particle:SetStartSize( 2.0 )
particle:SetEndSize( math.Rand( 3.0, 4.0 + GAMEMODE.Weather.Rain ) )
particle:SetStartLength( len )
particle:SetEndLength( len + 5 )
particle:SetAirResistance( 0 )
particle:SetCollide( true )
particle:SetBounce( 0 )
//particle:SetColor( Color( 200, 200, 250 ) )
particle:SetCollideCallback( RainCollision )
end
amt = math.floor( amt * 0.05 ) + 1
for i=1, amt do
local vec = Vector( math.random( GAMEMODE.LeftSkyBound.x, GAMEMODE.RightSkyBound.x ), math.random( GAMEMODE.LeftSkyBound.y, GAMEMODE.RightSkyBound.y ), pos.z )
local particle = RainEmitter:Add( "effects/rain_cloud", vec )
particle:SetVelocity( Vector( 0, 0, math.random( -1000, -800 ) ) + WindVector * math.Rand( 0, 2.0 ) )
particle:SetLifeTime( 0 )
particle:SetDieTime( 10 )
particle:SetStartAlpha( 3 + math.Rand( 0, GAMEMODE.Weather.Rain * 5 ) )
particle:SetEndAlpha( 5 )
particle:SetStartSize( math.random( 100, 200 ) )
particle:SetEndSize( 200 )
particle:SetAirResistance( 0 )
particle:SetCollide( true )
particle:SetBounce( 0 )
particle:SetColor( Color( 200, 200, 250 ) )
particle:SetCollideCallback( CloudCollision )
end
end
function GM:LightningThink()
if GAMEMODE.Weather.Lightning == 0 then
if GAMEMODE.NextLightning and GAMEMODE.NextLightning > CurTime() then
GAMEMODE:LightUpSky( false )
GAMEMODE.NextLightning = 0
end
return
end
local skyname = GetGlobalString( "SkyName" )
if skyname and not GAMEMODE.SkyMat then
GAMEMODE.SkyMat = {}
GAMEMODE.SkyMat[1] = Material("skybox/" .. skyname .. "up")
GAMEMODE.SkyMat[2] = Material("skybox/" .. skyname .. "dn")
GAMEMODE.SkyMat[3] = Material("skybox/" .. skyname .. "lf")
GAMEMODE.SkyMat[4] = Material("skybox/" .. skyname .. "rt")
GAMEMODE.SkyMat[5] = Material("skybox/" .. skyname .. "bk")
GAMEMODE.SkyMat[6] = Material("skybox/" .. skyname .. "ft")
GAMEMODE.OldSky = {}
GAMEMODE.LitUp = {}
skyname = "sky_day01_01"
GAMEMODE.NewSky = {}
GAMEMODE.NewSky[1] = Material("skybox/" .. skyname .. "up")
GAMEMODE.NewSky[2] = Material("skybox/" .. skyname .. "dn")
GAMEMODE.NewSky[3] = Material("skybox/" .. skyname .. "lf")
GAMEMODE.NewSky[4] = Material("skybox/" .. skyname .. "rt")
GAMEMODE.NewSky[5] = Material("skybox/" .. skyname .. "bk")
GAMEMODE.NewSky[6] = Material("skybox/" .. skyname .. "ft")
end
if ( GAMEMODE.NextLightning or 0 ) < CurTime() then
if not GAMEMODE.FlashInterval then
GAMEMODE.FlashInterval = CurTime() + math.Rand( 1.0, 2.5 )
GAMEMODE.FlashTime = CurTime() + math.Rand( 0, 0.2 )
GAMEMODE.FlashToggle = CurTime() + math.Rand( 0, 0.8 )
sound.Play( table.Random( GAMEMODE.Thunder ), LocalPlayer():GetShootPos(), 150, math.random( 80, 110 ), 0.2 )
end
GAMEMODE:LightUpSky( GAMEMODE.FlashTime >= CurTime() )
if GAMEMODE.FlashToggle < CurTime() then
GAMEMODE.FlashTime = CurTime() + math.Rand( 0, 0.2 )
GAMEMODE.FlashToggle = CurTime() + math.Rand( 0, 0.8 )
end
if GAMEMODE.FlashInterval < CurTime() then
GAMEMODE.FlashInterval = nil
GAMEMODE.NextLightning = CurTime() + math.random( 4, 8 + ( 1.0 - GAMEMODE.Weather.Lightning ) * 50 )
GAMEMODE:LightUpSky( false )
end
end
end
function GM:LightUpSky( bool )
if bool then
for k,v in pairs( GAMEMODE.SkyMat ) do
if not GAMEMODE.LitUp[k] then
GAMEMODE.OldSky[k] = v:GetTexture( "$basetexture" )
GAMEMODE.LitUp[k] = true
v:SetTexture( "$basetexture", GAMEMODE.NewSky[k]:GetTexture( "$basetexture" ) )
end
end
else
for k,v in pairs( GAMEMODE.SkyMat ) do
if GAMEMODE.LitUp and GAMEMODE.LitUp[k] then
GAMEMODE.LitUp[k] = false
v:SetTexture( "$basetexture", GAMEMODE.OldSky[k] )
end
end
end
end
function GM:WindThink()
if GAMEMODE.Weather.Wind == 0 then return end
if ( GAMEMODE.NextWind or 0 ) < CurTime() then
local vol = math.max( GAMEMODE.Weather.Wind, 0.2 )
local snd = table.Random( GAMEMODE.Wind )
if GAMEMODE.PlayerIsIndoors then
vol = 0.1
end
sound.Play( snd, LocalPlayer():GetShootPos(), 150, math.random( 80, 110 ), vol )
GAMEMODE.NextWind = CurTime() + math.random( 1, SoundDuration( snd ) + ( 1.0 - GAMEMODE.Weather.Wind ) * 30 + math.Rand( -2, 2 ) )
end
end
function GM:ThunderThink()
if GAMEMODE.Weather.Thunder == 0 then return end
if ( GAMEMODE.NextThunder or 0 ) < CurTime() then
GAMEMODE.NextThunder = CurTime() + math.random( 4, 8 + ( 1.0 - GAMEMODE.Weather.Thunder ) * 50 )
local vol = math.max( GAMEMODE.Weather.Thunder, 0.2 )
if GAMEMODE.PlayerIsIndoors then
vol = 0.1
end
sound.Play( table.Random( GAMEMODE.Thunder ), LocalPlayer():GetShootPos(), 150, math.random( 80, 110 ), vol )
end
end
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