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Slightly adjusted explosion effect #359

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Jul 11, 2023
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87 changes: 61 additions & 26 deletions lua/effects/acf_explosion.lua
Original file line number Diff line number Diff line change
Expand Up @@ -31,8 +31,8 @@ function EFFECT:Init(Data)
debugoverlay.Cross(Origin, 15, 15, Yellow, true)
--debugoverlay.Sphere(Origin, Size, 15, Yellow, true)

TraceData.start = Origin - Normal
TraceData.endpos = Origin + (Normal * Radius)
TraceData.start = Origin -- Adding - Normal makes it difficult for the trace to reach for some reason, even though it should reach.
TraceData.endpos = Origin + Normal * Radius

local Impact = TraceLine(TraceData)
local SmokeColor = Colors[Impact.MatType] or Colors.Default
Expand Down Expand Up @@ -73,11 +73,11 @@ function EFFECT:GroundImpact(Emitter, Origin, Radius, HitNormal, SmokeColor, Mul
if Flame then
Flame:SetVelocity((HitNormal + VectorRand()) * 150 * Radius)
Flame:SetLifeTime(0)
Flame:SetDieTime(0.2)
Flame:SetDieTime(0.13)
Flame:SetStartAlpha(255)
Flame:SetEndAlpha(255)
Flame:SetStartSize(Radius)
Flame:SetEndSize(Radius * 40)
Flame:SetStartSize(Radius * 8)
Flame:SetEndSize(Radius * 90)
Flame:SetRoll(math.random(120, 360))
Flame:SetRollDelta(math.Rand(-1, 1))
Flame:SetAirResistance(300)
Expand Down Expand Up @@ -105,36 +105,37 @@ function EFFECT:GroundImpact(Emitter, Origin, Radius, HitNormal, SmokeColor, Mul
end
end

for _ = 0, 10 * math.Clamp(Radius,1,10) * Mult do
for _ = 0, 5 * math.Clamp(Radius,7,10) * Mult do
local Embers = Emitter:Add("particles/flamelet" .. math.random(1, 5), Origin)

if Embers then
Embers:SetVelocity((HitNormal + VectorRand()) * 150 * Radius)
Embers:SetVelocity((HitNormal + VectorRand()) * 170 * Radius)
Embers:SetLifeTime(0)
Embers:SetDieTime(math.Rand(0.1, 0.2) * Radius)
Embers:SetDieTime(math.Rand(0.4, 0.8) * Radius)
Embers:SetStartAlpha(255)
Embers:SetEndAlpha(0)
Embers:SetStartSize(Radius * 0.5)
Embers:SetStartSize(Radius * 1.2)
Embers:SetEndSize(0)
Embers:SetStartLength(Radius * 4)
Embers:SetStartLength(Radius * 3)
Embers:SetEndLength(0)
Embers:SetRoll(math.Rand(0, 360))
Embers:SetRollDelta(math.Rand(-0.2, 0.2))
Embers:SetAirResistance(20)
Embers:SetAirResistance(5)
Embers:SetGravity(Vector(0,0,-2000))
Embers:SetColor(200, 200, 200)
end
end

local DietimeMod = math.Clamp(Radius, 1, 14)

for _ = 0, math.Clamp(Radius,1,10) * Mult do
for _ = 0, math.Clamp(Radius,3,14) * Mult do
if Radius >= 4 then
local Smoke = Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), Origin)

if Smoke then
Smoke:SetVelocity((HitNormal + VectorRand() * 0.75) * 1 * Radius)
Smoke:SetLifeTime(0)
Smoke:SetDieTime(math.Rand(0.02, 0.08) * Radius)
Smoke:SetDieTime(math.Rand(0.02, 0.04) * Radius)
Smoke:SetStartAlpha(math.Rand(180, 255))
Smoke:SetEndAlpha(0)
Smoke:SetStartSize(30 * Radius)
Expand All @@ -148,45 +149,79 @@ function EFFECT:GroundImpact(Emitter, Origin, Radius, HitNormal, SmokeColor, Mul

local Smoke = Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), Origin)
local Radmod = Radius * 0.25

local ScaleAdd = _ * 30
if Smoke then
Smoke:SetVelocity((HitNormal + VectorRand() * 0.6) * math.random(230,300) * Radmod)
Smoke:SetVelocity((HitNormal + VectorRand() * 0.237) * (math.random(300,450) + ScaleAdd * 1.3) * Radmod)
Smoke:SetLifeTime(0)
Smoke:SetDieTime(math.Rand(0.5, 0.6) * DietimeMod)
Smoke:SetStartAlpha(math.Rand(70, 200))
Smoke:SetDieTime(math.Rand(0.8, 1) * DietimeMod)
Smoke:SetStartAlpha(math.Rand(150, 200))
Smoke:SetEndAlpha(0)
Smoke:SetStartSize(100 * Radmod)
Smoke:SetEndSize(120 * Radmod)
Smoke:SetStartSize((80 + ScaleAdd * 0.3) * Radmod)
Smoke:SetEndSize((90 + ScaleAdd * 0.34) * Radmod)
Smoke:SetRoll(math.Rand(150, 360))
Smoke:SetRollDelta(math.Rand(-0.2, 0.2))
Smoke:SetAirResistance(5 * Radius)
Smoke:SetGravity(Vector(math.random(-5, 5) * Radius, math.random(-5, 5) * Radius, -math.random(10,40) * Radius))
Smoke:SetAirResistance(14 * Radius)
Smoke:SetGravity(Vector(math.random(-2, 2) * Radius, math.random(-2, 2) * Radius, -math.random(50,70) * Radius))
Smoke:SetColor(SmokeColor.r, SmokeColor.g, SmokeColor.b)
end
end

local Density = math.Clamp(Radius,1,10) * 15
local Density = math.Clamp(Radius,10,14) * 8
local Angle = HitNormal:Angle()

for _ = 0, Density * Mult do
Angle:RotateAroundAxis(Angle:Forward(), 360 / Density)

local Smoke = Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), Origin)
local Smoke = Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), Origin + Angle:Up() * math.Rand(5, 50) * Radius)

if Smoke then
Smoke:SetVelocity(Angle:Up() * math.Rand(50, 200 * Radius))
Smoke:SetVelocity(Angle:Up() * math.Rand(5, 70 * Radius))
Smoke:SetLifeTime(0)
Smoke:SetDieTime(math.Rand(0.5, 0.6) * DietimeMod)
Smoke:SetStartAlpha(math.Rand(20, 50))
Smoke:SetStartAlpha(math.Rand(100, 140))
Smoke:SetEndAlpha(0)
Smoke:SetStartSize(10 * Radius)
Smoke:SetEndSize(20 * Radius)
Smoke:SetEndSize(25 * Radius)
Smoke:SetRoll(math.Rand(0, 360))
Smoke:SetRollDelta(math.Rand(-0.2, 0.2))
Smoke:SetAirResistance(12 * Radius)
Smoke:SetGravity(Vector(math.Rand(-20, 20), math.Rand(-20, 20), math.Rand(10, 100)))
Smoke:SetColor(SmokeColor.r, SmokeColor.g, SmokeColor.b)
end

local Smoke = Emitter:Add("particle/smokesprites_000" .. math.random(1, 9), Origin + Angle:Up() * math.Rand(40, 100) * Radius)

if Smoke then
Smoke:SetVelocity(Angle:Up() * math.Rand(5, 10 * Radius))
Smoke:SetLifeTime(0)
Smoke:SetDieTime(math.Rand(0.2, 0.4) * DietimeMod)
Smoke:SetStartAlpha(math.Rand(70, 120))
Smoke:SetEndAlpha(0)
Smoke:SetStartSize(5 * Radius)
Smoke:SetEndSize(10 * Radius)
Smoke:SetRoll(math.Rand(0, 360))
Smoke:SetRollDelta(math.Rand(-0.2, 0.2))
Smoke:SetAirResistance(12 * Radius)
Smoke:SetGravity(Vector(math.Rand(-20, 20), math.Rand(-20, 20), math.Rand(10, 100)))
Smoke:SetColor(SmokeColor.r, SmokeColor.g, SmokeColor.b)
end

local EF = Emitter:Add("effects/muzzleflash" .. math.random(1, 4), Origin)

if EF then
EF:SetVelocity((Angle:Up() + HitNormal * math.random(0.3,5)):GetNormalized() * 1)
EF:SetAirResistance(100)
EF:SetDieTime(0.13)
EF:SetStartAlpha(240)
EF:SetEndAlpha(20)
EF:SetStartSize(10 * Radius)
EF:SetEndSize(8 * Radius)
EF:SetRoll(800)
EF:SetRollDelta( math.random(-1, 1) )
EF:SetColor(255, 255, 255)
EF:SetStartLength(Radius * 0.05)
EF:SetEndLength(Radius * 70)
end
end

Emitter:Finish()
Expand Down
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