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Jan 24th, 2020
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  1. lol:SendLua( pPlayer, [[
  2. local emitter = ParticleEmitter( LocalPlayer():GetPos() )
  3. local time = 0
  4.  
  5. hook.Add( "Think", "wat", function()
  6. if CurTime() < time then
  7. return
  8. end
  9.  
  10. time = CurTime() +0.05
  11. for i = 1, 16 do
  12. local part = emitter:Add(
  13. "particles/balloon_bit",
  14. LocalPlayer():GetPos() +Vector(
  15. math.random( -256, 256 ),
  16. math.random( -256, 256 ),
  17. 256
  18. )
  19. )
  20.  
  21. if part then
  22. local Size = math.random( 4, 7 )
  23.  
  24. part:SetColor( math.random(0, 255), math.random(0, 255), math.random(0, 255), 255 )
  25. part:SetVelocity( Vector( 40, 25, -math.random(300, 400) ) )
  26. part:SetDieTime( 4.5 )
  27. part:SetGravity( Vector(40, 0, -250) )
  28. part:SetLifeTime( 0 )
  29. part:SetStartSize( Size /2 )
  30. part:SetEndSize( Size )
  31. part:SetCollide( true )
  32. end
  33. end
  34. end )
  35. ]] )
  36.  
  37. lol:SendLua( pPlayer, [[
  38. hook.Add( "RenderScreenspaceEffects", "wat", function()
  39. local sinScaler = math.sin( CurTime() )
  40. DrawBloom(
  41. 0,
  42. 3,
  43. sinScaler *math.Rand(1, 8),
  44. sinScaler *math.Rand(1, 8),
  45. 6,
  46. math.Rand(0.5, 2),
  47. math.Rand(0, 0.3),
  48. math.Rand(0, 0.3),
  49. math.Rand(0.5, 1)
  50. )
  51.  
  52. DrawColorModify{
  53. ["$pp_colour_addr"] = 0,
  54. ["$pp_colour_addg"] = 0,
  55. ["$pp_colour_addb"] = 00,
  56. ["$pp_colour_brightness" ] = 0,
  57. ["$pp_colour_contrast" ] = 1,
  58. ["$pp_colour_colour" ] = 1,
  59. ["$pp_colour_mulr" ] = 0,
  60. ["$pp_colour_mulg" ] = 0,
  61. ["$pp_colour_mulb" ] = 1
  62. }
  63. end )
  64.  
  65. local mdl = ClientsideModel( "models/player/skeleton.mdl", RENDERGROUP_BOTH )
  66. mdl:SetNoDraw( true )
  67. local posCache, time = {}, 0
  68.  
  69. hook.Add( "HUDPaint", "dance", function()
  70. if not mdl.SeqStart or CurTime() > (mdl.SeqStart +mdl.SeqDuration) then
  71. local idx = mdl:LookupSequence("taunt_dance")
  72. mdl.SeqDuration = mdl:SequenceDuration( idx )
  73. mdl.SeqStart = CurTime()
  74. mdl:ResetSequence( idx )
  75. end
  76.  
  77. mdl:SetCycle( (CurTime() -mdl.SeqStart) /mdl.SeqDuration )
  78.  
  79.  
  80. local w, h = 300, 300
  81. local ang = Angle( 0, 0, 0 )
  82.  
  83. for i = 1, 32 do
  84. if CurTime() > time then
  85. posCache[i] = { math.random( 0, ScrW() -w ), math.random( 0, ScrH() -h ) }
  86. end
  87. local x, y = posCache[i][1], posCache[i][2]
  88.  
  89. cam.Start3D( (ang:Forward() *64) +(ang:Up() *32), (ang:Forward()*-1):Angle(), 90, x, y, w, h )
  90. cam.IgnoreZ( true )
  91. render.SuppressEngineLighting( true )
  92.  
  93. render.SetLightingOrigin( mdl:GetPos() )
  94. render.ResetModelLighting( 1, 1, 1 )
  95. render.SetColorModulation( 0, 0, 1 )
  96.  
  97. mdl:DrawModel()
  98.  
  99. render.SuppressEngineLighting( false )
  100. cam.IgnoreZ( false )
  101. cam.End3D()
  102. end
  103.  
  104. if CurTime() > time then
  105. time = CurTime() +0.15
  106. end
  107. end )
  108.  
  109. surface.PlaySound( "vo/npc/male01/ohno.wav" )
  110. ]] )
  111. end )
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