local GlowMat = Material( "sprites/light_glow02_add" ) local FireMat = Material( "effects/fire_cloud1" ) local HeatMat = Material( "sprites/heatwave" ) local Materials = { "particle/smokesprites_0001", "particle/smokesprites_0002", "particle/smokesprites_0003", "particle/smokesprites_0004", "particle/smokesprites_0005", "particle/smokesprites_0006", "particle/smokesprites_0007", "particle/smokesprites_0008", "particle/smokesprites_0009", "particle/smokesprites_0010", "particle/smokesprites_0011", "particle/smokesprites_0012", "particle/smokesprites_0013", "particle/smokesprites_0014", "particle/smokesprites_0015", "particle/smokesprites_0016" } function EFFECT:Init( data ) self.Entity = data:GetEntity() self.LifeTime = data:GetMagnitude() * 4 self.DieTime = CurTime() + self.LifeTime if not IsValid( self.Entity ) then return end local Pos, Dir = self:GetPosition() self.Emitter = ParticleEmitter( Pos, false ) self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 ) end function EFFECT:GetPosition() local ent = self.Entity if not IsValid( ent ) then return vector_origin, vector_origin end local Pos = ent:GetPos() local Dir = ent:GetForward() local Target = ent:GetTarget() local Attachment = ent:GetTargetAttachment() if IsValid( Target ) and Attachment ~= "" then local ID = Target:LookupAttachment( Attachment ) local Muzzle = Target:GetAttachment( ID ) if not Muzzle then return vector_origin, vector_origin end Pos = Muzzle.Pos Dir = Muzzle.Ang:Forward() end return Pos, Dir end function EFFECT:DoSmoke( emitter, pos, dir ) local Scale = (self.DieTime - CurTime()) / self.LifeTime local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos ) if not particle then return end particle:SetVelocity( dir * 20 ) particle:SetDieTime( math.Rand(0.8,1.2) ) particle:SetAirResistance( 400 ) particle:SetStartAlpha( 50 * Scale ) particle:SetStartSize( 2 ) particle:SetEndSize( 20 ) particle:SetRoll( math.Rand( -2, 2 ) ) particle:SetRollDelta( math.Rand( -2, 2 ) ) particle:SetColor( 0, 0, 0 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end function EFFECT:Think() local ent = self.Entity local emitter = self.Emitter local T = CurTime() if IsValid( ent ) and (self.DieTime or 0) > T then if (self.nextDFX or 0) < T then self.nextDFX = T + 0.01 local Pos, Dir = self:GetPosition() if not ent:GetActive() and math.random(1,6) == 1 then self:DoSmoke( emitter, Pos, Dir ) end self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 ) end return true end if emitter then emitter:Finish() end return false end function EFFECT:Render() end