diff --git a/gamemodes/benny/entities/effects/benny_muzzleflash.lua b/gamemodes/benny/entities/effects/benny_muzzleflash.lua index 4638d1f..0d9237d 100644 --- a/gamemodes/benny/entities/effects/benny_muzzleflash.lua +++ b/gamemodes/benny/entities/effects/benny_muzzleflash.lua @@ -1,34 +1,196 @@ AddCSLuaFile() +local mat_flash, mat_arm, mat_beam, mat_spark = Material( "benny/effects/flash.png" ), Material( "benny/effects/flash_arm.png" ), Material( "benny/effects/flash_beam.png" ), Material( "benny/effects/flash_spark.png" ) + +local rba = Vector( 8, 8, 8 ) +local rbb = -rba + function EFFECT:Init( data ) -- Because CEffectData is a shared object, we can't just store it and use its' properties later -- Instead, we store the properties themselves - self.offset = data:GetOrigin() + Vector( 0, 0, 0.2 ) + self.offset = data:GetOrigin() self.angles = data:GetAngles() - self.particles = 4 + self.el = data:GetEntity() + self.en = data:GetEntity() + if IsValid(self.en.CWM) then self.en = self.en.CWM end + self.ea = data:GetAttachment() + self.particles = 1 + + self.CreationTime = CurTime() + self.DieTime = CurTime() + 0.05 + + self:SetRenderBounds( rbb, rba ) + + self.RandomRoll1 = math.Rand( 0, 1 ) + self.RandomRoll2 = math.Rand( 0, 1 ) + --self.RandomRoll3 = math.Rand( 0, 1 ) + + local dlight = DynamicLight( self.el:EntIndex() ) + if ( dlight ) then + dlight.Pos = self.el:GetPos() + self.el:GetAngles():Forward()*24 + self.el:GetAngles():Up()*16 + dlight.r = 255 + dlight.g = 200 + dlight.b = 150 + dlight.Brightness = 4 + dlight.Size = 72*1.5 + dlight.DieTime = CurTime() + 0.07 + dlight.Decay = 72*20 + end + + -- Smoke! + local atti = self.en:GetAttachment( self.ea ) + if true then + local emitter = ParticleEmitter( atti.Pos, false ) + for i=1, 2 do + local p = emitter:Add( "particles/smokey", atti.Pos ) + if p then + p:SetAngles( atti.Ang ) + p:SetVelocity( atti.Ang:Forward()*64 + VectorRand( -32, 32 ) ) + p:SetGravity( Vector( 0, 0, 50 )) + p:SetRoll( 0 ) + p:SetRollDelta( math.pi*.5 ) + p:SetColor( 255, 255, 255 ) + p:SetLifeTime( 0 ) + p:SetDieTime( 1 ) + p:SetLighting( true ) + p:SetStartAlpha( 14 ) + p:SetEndAlpha( 0 ) + p:SetStartSize( 8 ) + p:SetEndSize( 64 ) + end + end + end + + -- Spark! + local atti = self.en:GetAttachment( self.ea ) + if true then + local emitter = ParticleEmitter( atti.Pos, false ) + for i=1, 8 do + local p = emitter:Add( mat_spark, atti.Pos ) + if p then + p:SetAngles( atti.Ang ) + p:SetVelocity( atti.Ang:Forward()*64*i ) + p:SetRoll( math.Rand( 0, 1 )*math.pi*2*8 ) + p:SetRollDelta( 0 ) + p:SetColor( 255, 255, 255 ) + p:SetLifeTime( 0 ) + p:SetDieTime( .05 ) + p:SetLighting( false ) + p:SetStartAlpha( 63 ) + p:SetEndAlpha( 0 ) + p:SetStartSize( 4 ) + p:SetEndSize( 2 ) + end + end + end end function EFFECT:Think() - return true + return (self.DieTime >= CurTime()) -- Return false to kill end function EFFECT:Render() - local emitter = ParticleEmitter( self.offset, false ) - for i=0, self.particles do - local particle = emitter:Add( "effects/softglow", self.offset ) - if particle then - particle:SetAngles( self.angles ) - particle:SetVelocity( Vector( 0, 0, 15 ) ) - particle:SetColor( 255, 102, 0 ) - particle:SetLifeTime( 0 ) - particle:SetDieTime( 0.2 ) - particle:SetStartAlpha( 255 ) - particle:SetEndAlpha( 0 ) - particle:SetStartSize( 1.6 ) - particle:SetStartLength( 1 ) - particle:SetEndSize( 1.2 ) - particle:SetEndLength( 4 ) + local atti = self.en:GetAttachment( self.ea ) + local tf = 1-math.TimeFraction( self.DieTime, self.CreationTime, CurTime() ) + + -- Big flash! + if true then + local emitter = ParticleEmitter( atti.Pos + EyeAngles():Forward()*-16, false ) + for i=1, 1 do + local p = emitter:Add( mat_flash, atti.Pos ) + if p then + p:SetAngles( atti.Ang ) + p:SetVelocity( vector_origin ) + p:SetRoll( 0 ) + p:SetRollDelta( 0 ) + p:SetColor( 255, 255, 255 ) + p:SetLifeTime( 0 ) + p:SetDieTime( FrameTime()+0.001 ) + p:SetStartAlpha( 255 ) + p:SetEndAlpha( 255 ) + p:SetStartSize( Lerp( tf, 6, 0 ) ) + p:SetEndSize( Lerp( tf, 6, 0 ) ) + p:SetNextThink( CurTime() ) + p:SetThinkFunction( function( pa ) + timer.Simple( 0, function() + pa:SetStartAlpha( 0 ) + pa:SetEndAlpha( 0 ) + end) + pa:SetNextThink( CurTime() ) + end) end end - emitter:Finish() + end + + + -- Long stick! + if true then + local emitter = ParticleEmitter( atti.Pos, false ) + for i=1, 1 do + local p = emitter:Add( mat_beam, atti.Pos ) + if p then + p:SetAngles( atti.Ang ) + p:SetVelocity( atti.Ang:Forward() / (2^16) ) + p:SetRoll( 0 ) + p:SetRollDelta( 0 ) + p:SetColor( 255, 250, 150 ) + p:SetLifeTime( 0 ) + p:SetDieTime( FrameTime()+0.001 ) + p:SetStartAlpha( math.Clamp( Lerp( tf, 127, -127 ), 0, 255 ) ) + p:SetEndAlpha( math.Clamp( Lerp( tf, 127, -127 ), 0, 255 ) ) + p:SetStartSize( Lerp( tf, 16, 4 ) ) + p:SetStartLength( Lerp( tf, 12, 16 ) ) + p:SetEndSize( Lerp( tf, 16, 4 ) ) + p:SetEndLength( Lerp( tf, 12, 16 ) ) + p:SetNextThink( CurTime() ) + p:SetThinkFunction( function( pa ) + timer.Simple( 0, function() + pa:SetStartAlpha( 0 ) + pa:SetEndAlpha( 0 ) + end) + pa:SetNextThink( CurTime() ) + end) + end + end + end + + -- Big arms! + if true then + local emitter = ParticleEmitter( atti.Pos, false ) + for i=0, 3 do + + local meep = Angle( atti.Ang ) + meep:RotateAroundAxis( atti.Ang:Right(), (i/4)*360 + (self.RandomRoll1*360) ) + meep:RotateAroundAxis( atti.Ang:Up(), 90 ) + + local pointy = atti.Ang:Forward() + pointy:Mul( 0.25 ) + pointy:Add( meep:Forward() ) + + local p = emitter:Add( mat_arm, atti.Pos ) + if p then + p:SetAngles( atti.Ang ) + p:SetVelocity( pointy ) + p:SetRoll( 0 ) + p:SetRollDelta( 0 ) + p:SetColor( 255, 255, 230 ) + p:SetLifeTime( 0 ) + p:SetDieTime( FrameTime()+0.001 ) + p:SetStartAlpha( Lerp( tf, 64, 0 ) ) + p:SetEndAlpha( Lerp( tf, 64, 0 ) ) + p:SetStartSize( Lerp( tf, 1, 12 ) ) + p:SetStartLength( Lerp( tf, 10, 1 ) ) + p:SetEndSize( Lerp( tf, 1, 12 ) ) + p:SetEndLength( Lerp( tf, 10, 1 ) ) + p:SetNextThink( CurTime() ) + p:SetThinkFunction( function( pa ) + timer.Simple( 0, function() + pa:SetStartAlpha( 0 ) + pa:SetEndAlpha( 0 ) + end) + pa:SetNextThink( CurTime() ) + end) + end + end + end end \ No newline at end of file diff --git a/gamemodes/benny/entities/weapons/benny/sh_firing.lua b/gamemodes/benny/entities/weapons/benny/sh_firing.lua index 7f8f1a1..c99874f 100644 --- a/gamemodes/benny/entities/weapons/benny/sh_firing.lua +++ b/gamemodes/benny/entities/weapons/benny/sh_firing.lua @@ -42,12 +42,20 @@ function SWEP:BFire( hand ) if CLIENT and IsFirstTimePredicted() then - local vStart = self:GetAttachment( 1 ).Pos - local vPoint = p:GetEyeTrace().HitPos - local effectdata = EffectData() - effectdata:SetStart( vStart ) - effectdata:SetOrigin( vPoint ) - util.Effect( "ToolTracer", effectdata ) + if IsValid(self.CWM) then + local vStart = self.CWM:GetAttachment( 1 ).Pos + --local vPoint = p:GetEyeTrace().HitPos + --local effectdata = EffectData() + --effectdata:SetStart( vStart ) + --effectdata:SetOrigin( vPoint ) + --util.Effect( "ToolTracer", effectdata ) + local ed = EffectData() + ed:SetOrigin( vStart ) + --ed:SetAngles( Angle() ) + ed:SetEntity( self ) + ed:SetAttachment( 1 ) + util.Effect( "benny_muzzleflash", ed ) + end end end end