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- if CLIENT then
- local emit = ParticleEmitter(Vector(-227, 2683, -9343))
- hook.Add("PostDrawOpaqueRenderables", "kal", function()
- local dlight = DynamicLight("govno")
- dlight.Pos = Vector(-185, 2498, -9300)
- dlight.r = 255
- dlight.g = 255
- dlight.b = 255
- dlight.Brightness = 0
- dlight.Size = 500
- dlight.Decay = 0
- dlight.DieTime = CurTime() + 0.2
- cam.Start3D2D(Vector(-112, 2679, -9288), Angle(0, 0, 90), 0.15)
- draw.DrawText("Конец HK47", "super", 0, 0, Color(0, 255, 0, 255), TEXT_ALIGN_CENTER)
- cam.End3D2D()
- for i = 1, math.random(1, 6) do
- local vec = VectorRand()
- vec.y = 0
- vec.z = 0
- local p = emit:Add("sprites/blueglow2", Vector(-227, 2683, -9343) + vec * 30)
- p:SetDieTime(math.random(1, 5))
- p:SetGravity(Vector(0, 0, math.random(30, 60)))
- p:SetStartAlpha(255)
- p:SetEndAlpha(0)
- p:SetRoll(math.random(-10, 10))
- p:SetRollDelta(math.random(-10, 10))
- p:SetStartSize(3)
- p:SetEndSize(0)
- end
- for i = 1, math.random(1, 6) do
- local vec = VectorRand()
- vec.y = 0
- vec.z = 0
- local p = emit:Add("sprites/blueglow2", Vector(-190, 2307, -9307) + vec * 60)
- p:SetDieTime(math.random(1, 5))
- p:SetGravity(Vector(0, 0, math.random(10, 30)))
- p:SetStartAlpha(255)
- p:SetEndAlpha(0)
- p:SetRoll(math.random(-10, 10))
- p:SetRollDelta(math.random(-10, 10))
- p:SetStartSize(3)
- p:SetEndSize(0)
- end
- end)
- local EFF = {}
- function EFF:Init(data)
- self.Pos = data:GetOrigin()
- self.Emitter = ParticleEmitter(self.Pos)
- local p = self.Emitter:Add("sprites/redglow1", self.Pos + VectorRand() * math.random(1, 8))
- p:SetDieTime(math.Rand(1, 3))
- p:SetStartSize(math.Rand(0.1, 1))
- p:SetEndSize(math.random(2, 7))
- p:SetStartAlpha(255)
- p:SetEndAlpha(0)
- p:SetGravity(Vector(0, 0, math.random(-50, -30)))
- self.Emitter:Finish()
- end
- function EFF:Think()
- return false
- end
- function EFF:Render()
- end
- effects.Register(EFF, "skull_effect_blyat")
- end
- local function checkc(pos, min, max)
- if pos.x < min.x then return false end
- if pos.y < min.y then return false end
- if pos.z < min.z then return false end
- if pos.x > max.x then return false end
- if pos.y > max.y then return false end
- if pos.z > max.z then return false end
- return true
- end
- local min = Vector(-382, 2312, -9345)
- local max = Vector(-1, 2678, -9200)
- if SERVER then
- local skull = ents.Create("prop_physics")
- skull:SetPos(Vector(-344, 2346, -9305))
- skull:SetAngles(Angle(0, 45, 0))
- skull:SetModel("models/Gibs/HGIBS.mdl")
- skull:Spawn()
- skull:SetModelScale(2.5, 0)
- skull:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
- timer.Create("effectsskullbl", 0.1, 0, function()
- if not IsValid(skull) then timer.Stop("effectsskullbl") return end
- local ef = EffectData()
- ef:SetOrigin(skull:GetPos())
- for i = 1, math.random(2, 5) do
- util.Effect("skull_effect_blyat", ef)
- end
- end)
- timer.Create("pointteslalol", 0.8, 0, function()
- local tes = ents.Create("point_tesla")
- tes:SetPos(Vector(-185, 2498, -9220))
- tes:SetKeyValue("thick_min", "0.1")
- tes:SetKeyValue("thick_max", "1")
- tes:SetKeyValue("lifetime_min", "1")
- tes:SetKeyValue("lifetime_max", "1")
- tes:SetKeyValue("interval_min", "0.1")
- tes:SetKeyValue("interval_max", "1")
- tes:SetKeyValue("beamcount_min", "14")
- tes:SetKeyValue("beamcount_max", "19")
- tes:SetKeyValue("m_flRadius", "500")
- tes:SetKeyValue( "texture", "effects/laser1.vmt")
- tes:SetKeyValue("m_Color", "Color(0, 255, 255)")
- tes:Spawn()
- tes:Fire("DoSpark", "1", 1)
- end)
- hook.Add("Think", "skullver", function()
- for k, v in pairs(player.GetAll()) do
- if checkc(v:GetPos(), min, max) and v:Nick() != "unknown" then
- v:Kill()
- v:Spawn()
- end
- end
- if not IsValid(skull) then
- skull = ents.Create("prop_physics")
- skull:SetPos(Vector(-344, 2346, -9305))
- skull:SetAngles(Angle(0, 45, 0))
- skull:SetModel("models/Gibs/HGIBS.mdl")
- skull:Spawn()
- skull:SetModelScale(2.5, 0)
- skull:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
- timer.Create("effectsskullbl", 0.1, 0, function()
- if not IsValid(skull) then timer.Stop("effectsskullbl") return end
- local ef = EffectData()
- ef:SetOrigin(skull:GetPos())
- for i = 1, math.random(2, 5) do
- util.Effect("skull_effect_blyat", ef)
- end
- end)
- return
- end
- skull:SetPos(Vector(-344, 2346, -9305 + math.sin(CurTime() * 1.1) * 4))
- if skull:IsOnFire() then skull:Extinguish() end
- skull:SetAngles(Angle(math.sin(CurTime()) * 10, 45, 0))
- end)
- end
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