wiremod-svn-archive/wire/lua/entities/gmod_wire_fx_emitter/fx_default.lua

133 lines
3.0 KiB
Lua

local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetNormal( angle:Forward() * 2 )
effectdata:SetMagnitude( 1 )
effectdata:SetScale( 1 )
effectdata:SetRadius( 2 )
util.Effect( "Sparks", effectdata )
end
ENT:AddEffect( "small_sparks", FX, "Sparks (Small)" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetNormal( angle:Forward() * 2 )
effectdata:SetMagnitude( 2 )
effectdata:SetScale( 1 )
effectdata:SetRadius( 6 )
util.Effect( "Sparks", effectdata )
end
ENT:AddEffect( "sparks", FX, "Sparks" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos + angle:Forward() * 5 )
effectdata:SetAngle( angle )
effectdata:SetScale( 1 )
util.Effect( "MuzzleEffect", effectdata )
end
ENT:AddEffect( "muzzle", FX, "Muzzleflash" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos + angle:Forward() * 5 )
effectdata:SetAngle( angle )
effectdata:SetScale( 2 )
util.Effect( "MuzzleEffect", effectdata )
end
ENT:AddEffect( "muzzlebig", FX, "Muzzleflash (Big)" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
util.Effect( "BloodImpact", effectdata )
end
ENT:AddEffect( "bloodimpact", FX, "Blood Impact" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
effectdata:SetNormal( angle:Forward() * 2 )
effectdata:SetMagnitude( 1 )
effectdata:SetScale( 1 )
effectdata:SetRadius( 1 )
util.Effect( "StriderBlood", effectdata )
end
ENT:AddEffect( "striderblood", FX, "Strider Blood" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
util.Effect( "ShotgunShellEject", effectdata )
end
ENT:AddEffect( "shotgun shell", FX, "Shotgun Shell" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
util.Effect( "RifleShellEject", effectdata )
end
ENT:AddEffect( "rifle shell", FX, "Rifle Shell" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
util.Effect( "ShellEject", effectdata )
end
ENT:AddEffect( "pistol shell", FX, "Pistol Shell" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
effectdata:SetNormal( angle:Forward() )
util.Effect( "MetalSpark", effectdata )
end
ENT:AddEffect( "metalsparks", FX, "Metal Sparks" )
local function FX( pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
effectdata:SetAngle( angle )
util.Effect( "GlassImpact", effectdata )
end
ENT:AddEffect( "glassimpact", FX, "Glass Impact" )