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https://github.com/HaodongMo/ARC-9.git
synced 2025-03-04 03:02:58 -05:00
fffuck you i'm stealing shit back from tacrp
whole sale that shit is way more satisfying
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@ -8,7 +8,7 @@ EFFECT.Color = Color(255, 255, 255)
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EFFECT.Speed = 15000
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EFFECT.Size = 1
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--local head = Material("effects/whiteflare")
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local head = Material("effects/whiteflare")
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local tracer = Material("arc9/tracer")
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--local smoke = Material("effects/smoke")
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local smoke = Material("effects/fas_smoke_beam")
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@ -23,6 +23,8 @@ function EFFECT:Init(data)
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local speed = data:GetScale()
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local start = (wep.GetTracerOrigin and wep:GetTracerOrigin()) or data:GetStart()
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local diff = hit - start
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if speed > 0 then
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self.Speed = speed
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end
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@ -33,6 +35,7 @@ function EFFECT:Init(data)
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self.StartPos = start
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self.EndPos = hit
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self.Dir = diff:GetNormalized()
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-- Sometimes it freaks out and, I dunno, gets invalid
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if wep.GetProcessedValue then
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@ -59,17 +62,22 @@ function EFFECT:Render()
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local d2 = (UnPredictedCurTime() - self.StartTime) / self.LifeTime2
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local startpos = self.StartPos + (d * 0.1 * (self.EndPos - self.StartPos))
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local endpos = self.StartPos + (d * (self.EndPos - self.StartPos))
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local size = self.Size
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local size = self.Size * math.Clamp(math.log(EyePos():DistToSqr(endpos) - math.pow(256, 2)), 0, math.huge)
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local col = LerpColor(d, self.Color, Color(0, 0, 0, 0))
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local col = self.Color --LerpColor(d, self.Color, Color(0, 0, 0, 0))
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local col2 = LerpColor(d2, Color(155, 155, 155, 155), Color(0, 0, 0, 0))
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--render.SetMaterial(head)
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--render.DrawSprite(endpos, size * 2, size * 2, col)
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local vel = self.Dir * self.Speed - LocalPlayer():GetVelocity()
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local dot = math.abs(EyeAngles():Forward():Dot(vel:GetNormalized()))
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--dot = math.Clamp(((dot * dot) - 0.25) * 5, 0, 1)
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local headsize = size * dot * 2
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render.SetMaterial(head)
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render.DrawSprite(endpos, headsize, headsize, col)
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local tail = (self.Dir * math.min(self.Speed / 25, 512, (endpos - startpos):Length() - 64))
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render.SetMaterial(tracer)
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render.DrawBeam(startpos, endpos, size, 0, 1, col)
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render.DrawBeam(endpos, endpos - tail, size * 0.75, 0, 1, col)
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render.SetMaterial(smoke)
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render.DrawBeam(startpos, endpos, size * d2, 0, 1, col2)
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render.DrawBeam( endpos - tail, startpos, size * d2, 0, 1, col2)
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end
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