local GlowMat = Material( "sprites/light_glow02_add" ) function EFFECT:Init( data ) self.Pos = data:GetOrigin() self.Col = data:GetStart() or Vector(255,100,0) self.LifeTime = 0.4 self.DieTime = CurTime() + self.LifeTime local emitter = ParticleEmitter( self.Pos, false ) if not IsValid( emitter ) then return end for i = 0, 20 do local particle = emitter:Add( "sprites/light_glow02_add", self.Pos ) local vel = VectorRand() * 400 if particle then particle:SetVelocity( vel ) particle:SetAngles( vel:Angle() + Angle(0,90,0) ) particle:SetDieTime( math.Rand(0.4,0.8) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(24,48) ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(-100,100) ) particle:SetRollDelta( math.Rand(-100,100) ) particle:SetColor( self.Col.x,self.Col.y,self.Col.z ) particle:SetGravity( Vector(0,0,-600) ) particle:SetAirResistance( 0 ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) end end for i = 0, 20 do local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Pos ) if particle then particle:SetVelocity( VectorRand(-1,1) * 500 ) particle:SetDieTime( 0.15 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 10 ) particle:SetEndSize( 32 ) particle:SetEndAlpha( 100 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetRollDelta( math.Rand( -1, 1 ) * 100 ) particle:SetColor( self.Col.x,self.Col.y,self.Col.z ) particle:SetCollide( false ) end end emitter:Finish() end function EFFECT:Think() if self.DieTime < CurTime() then return false end return true end function EFFECT:Render() if not self.Col then return end local Scale = (self.DieTime - CurTime()) / self.LifeTime render.SetMaterial( GlowMat ) render.DrawSprite( self.Pos, 400 * Scale, 400 * Scale, Color( self.Col.x,self.Col.y,self.Col.z, 255) ) render.DrawSprite( self.Pos, 100 * Scale, 100 * Scale, Color( 255, 255, 255, 255) ) end