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checkpoint arrows
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3e8139860e
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3 changed files with 28 additions and 0 deletions
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@ -0,0 +1,7 @@
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"UnlitGeneric"
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{
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$basetexture "medge/timetrial/arrow_02"
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$translucent "1"
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$vertexcolor "1"
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$vertexalpha "1"
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}
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@ -77,6 +77,10 @@ local red = Color(255, 0, 0, 200)
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local circlepos = Vector()
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local circleup = Vector(0, 0, 10000)
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local checkheight = Vector(0, 0, 64) -- eyepos diff
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local arrow = Material("medge/timetrial/checkpoint_arrow")
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local asize = 32
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function ENT:DrawTranslucent()
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self:SetRenderBounds(minb, maxb)
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@ -96,6 +100,23 @@ function ENT:DrawTranslucent()
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render.DrawBeam(newpos, newpos + circleup, 8, 0, 1, red, true)
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end
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local nextCP = Checkpoints[self:GetCPNum() + 1] or self
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local selfpos = self:GetPos() + checkheight
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local fwAng = (nextCP:GetPos() - selfpos):GetNormalized():Angle()
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for i = 0, 1, 0.1 do
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local prog = (SysTime() * .25) % 0.1 + i
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red.a = 255 * (prog > 0.5 and 0.5 - prog or prog) * 2
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local size = asize * (1 - prog)
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local pos = selfpos - fwAng:Forward() * asize + fwAng:Forward() * (asize * 2) * prog
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render.SetMaterial(arrow)
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render.DrawBeam(pos - fwAng:Forward() * size * .5, pos + fwAng:Forward() * size * .5, size, 1, 0, red)
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end
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-- local bmin, bmax = self:GetRenderBounds()
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-- render.DrawWireframeBox(self:GetPos(), angle_zero, bmin, bmax)
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self.offset = self.offset + 0.00075
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