ENT.Type = "anim" ENT.Base = "durgz_base" ENT.PrintName = "Codeine" ENT.Nicknames = {"codeine and promethazine", "lean", "purple drank", "dirty sprite", "Texas tea", "sizzurp"} ENT.OverdosePhrase = {"overdosed on", "drank too much", "became a soundcloud rapper while sippin on that",} ENT.Author = "CHIEF KEEF" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.Information = "" ENT.Category = "Drugs" --ENT.TRANSITION_TIME = 6 if(CLIENT)then killicon.Add("durgz_codeine","killicons/durgz_codeine_killicon",Color( 80, 0, 80, 255 )) local TRANSITION_TIME = 6; --transition effect from sober to high, high to sober, in seconds how long it will take etc. local HIGH_INTENSITY=-0.02 -- don't let the name fool you , this value dictates the refract value of shaders; it's best to not just jam a random value here since whole numbers tend to look awful local function DoCodeine() if(!DURGZ_LOST_VIRGINITY)then return end local pl = LocalPlayer(); local syrup = {} if( pl:GetNWFloat("durgz_codeine_high_start") && pl:GetNWFloat("durgz_codeine_high_end") > CurTime() )then if( pl:GetNWFloat("durgz_codeine_high_start") + TRANSITION_TIME > CurTime() )then local s = pl:GetNWFloat("durgz_codeine_high_start"); local e = s + TRANSITION_TIME; local c = CurTime(); local pf = (c-s) / (e-s); syrup["$pp_colour_addr"] = pf*.25 syrup["$pp_colour_addg"] = 0 syrup["$pp_colour_addb"] = pf*.25 syrup["$pp_colour_brightness"] = pf*-.5 syrup["$pp_colour_contrast"] = 1 + pf*1.78 --syrup["$pp_colour_colour"] = 1 + (pf/2) syrup["$pp_colour_colour"] = 1 DrawColorModify( syrup ) DrawMaterialOverlay( "models/props_c17/fisheyelens", pf * HIGH_INTENSITY) DrawMaterialOverlay( "models/shadertest/shader3", pf * HIGH_INTENSITY) pl:SetDSP(45,false) --15 elseif( pl:GetNWFloat("durgz_codeine_high_end") - TRANSITION_TIME < CurTime() )then local e = pl:GetNWFloat("durgz_codeine_high_end"); local s = e - TRANSITION_TIME; local c = CurTime(); local pf = 1 - (c-s) / (e-s); syrup["$pp_colour_addr"] = pf*.25 syrup["$pp_colour_addg"] = 0 syrup["$pp_colour_addb"] = pf*.25 syrup["$pp_colour_brightness"] = pf*-.5 syrup["$pp_colour_contrast"] = 1 + pf*1.78 syrup["$pp_colour_colour"] = 1 DrawColorModify( syrup ) DrawMaterialOverlay( "models/shadertest/shader3", pf * HIGH_INTENSITY) DrawMaterialOverlay( "models/props_c17/fisheyelens", pf * HIGH_INTENSITY) if pf < 0.1 then pl:SetDSP(1,false) end else syrup["$pp_colour_addr"] = .25 syrup["$pp_colour_addg"] = 0 syrup["$pp_colour_addb"] = .25 syrup["$pp_colour_brightness"] = -.5 syrup["$pp_colour_contrast"] = 1 + 1.78 syrup["$pp_colour_colour"] = syrup["$pp_colour_colour"] DrawColorModify( syrup ) DrawMaterialOverlay( "models/props_c17/fisheyelens", HIGH_INTENSITY ) DrawMaterialOverlay( "models/shadertest/shader3", HIGH_INTENSITY ) end end end hook.Add("RenderScreenspaceEffects", "durgz_codeine_high", DoCodeine) end