local images_smoke = {"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"} local function TableRandomChoice(tbl) return tbl[math.random(#tbl)] end local effecttime = 30 function EFFECT:Init(data) self.Origin = data:GetOrigin() self.SpawnTime = CurTime() util.Decal("FadingScorch", self.Origin, self.Origin - Vector(0, 0, 16)) local emitter = ParticleEmitter( self.Origin + Vector( 0, 0, 16 ) ) // smoke cloud for i = 1,25 do local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin ) local scol = math.Rand( 200, 225 ) particle:SetVelocity( 250 * VectorRand() ) particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(300,400) ) particle:SetEndSize( math.Rand(2000,2500) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( scol,scol,scol ) particle:SetAirResistance( 50 ) particle:SetGravity( Vector( math.Rand(-250, 250), math.Rand(-250, 250), 500) ) particle:SetLighting( false ) end // stack for i = 1,25 do local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin ) local scol = math.Rand( 200, 225 ) particle:SetVelocity( 250 * VectorRand() ) particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(300,400) ) particle:SetEndSize( math.Rand(1000,1500) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( scol,scol,scol ) particle:SetAirResistance( 50 ) particle:SetGravity( Vector( math.Rand(-10, 10), math.Rand(-10, 10), math.Rand(0, 500)) ) particle:SetLighting( false ) end // wave local amt = 50 for i = 1, amt do local particle = emitter:Add( TableRandomChoice(images_smoke) , self.Origin ) local scol = math.Rand( 200, 225 ) particle:SetVelocity( VectorRand() * 8 + (Angle(0, i * (360 / amt), 0):Forward() * 750) ) particle:SetDieTime( math.Rand(0.9, 1.1) * effecttime ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(300,400) ) particle:SetEndSize( math.Rand(1000,1500) ) particle:SetRoll( math.Rand(0,360) ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( scol,scol,scol ) particle:SetAirResistance( 5 ) particle:SetLighting( false ) particle:SetCollide( false ) end local particle = emitter:Add( "sprites/heatwave", self.Origin ) particle:SetAirResistance( 0 ) particle:SetDieTime( effecttime ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 255 ) particle:SetStartSize( 5000 ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(180,480) ) particle:SetRollDelta( math.Rand(-5,5) ) particle:SetColor( 255, 255, 255 ) emitter:Finish() local light = DynamicLight(self:EntIndex()) if (light) then light.Pos = self.Origin light.r = 255 light.g = 255 light.b = 255 light.Brightness = 9 light.Decay = 2500 light.Size = 2048 light.DieTime = CurTime() + 10 end end function EFFECT:Think() if (self.SpawnTime + effecttime) < CurTime() then return false else return true end end local glaremat = Material("effects/ar2_altfire1b") function EFFECT:Render() local d = (CurTime() - self.SpawnTime) / 15 d = 1 - d d = math.Clamp(d, 0, 1) cam.IgnoreZ(true) render.SetMaterial(glaremat) render.DrawSprite(self.Origin, 15000 * d, 15000 * d, Color(255, 255, 255)) cam.IgnoreZ(false) end