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 ) local Pos = data:GetOrigin() local Dir = data:GetNormal() local Ent = data:GetEntity() if not IsValid( Ent ) or not isfunction( Ent.GetThrottle ) then return end local Engine = Ent:GetEngine() if not IsValid( Engine ) or not isfunction( Engine.GetRPM ) then return end local Vel = Ent:GetVelocity() local emitter = Ent:GetParticleEmitter( Pos ) if not IsValid( emitter ) then return end local throttle = math.min( Ent:GetThrottle() / 0.5, 1 ) local clutch = Ent:GetQuickVar( "clutch" ) local hasClutch = Ent:HasQuickVar( "clutch" ) local ClutchActive = Engine:GetClutch() if not clutch then clutch = ClutchActive and 1 or 0 end if ClutchActive then throttle = math.max( throttle - clutch, 0 ) end local Scale = math.min( (math.max( Engine:GetRPM() - Ent.EngineIdleRPM, 0 ) / (Ent.EngineMaxRPM - Ent.EngineIdleRPM)) * (throttle ^ 2), 1 ) local temp = 0 if Ent:HasQuickVar("temp") then temp = math.Clamp( 1 - Ent:GetQuickVar( "temp" ) / 0.5, 0, 1 ) end local Col = 50 + 205 * temp Col = Col - (Scale * Col) local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], Pos ) if not particle then return end local invert = (1 - Dir.z) / 2 particle:SetVelocity( Vel + Dir * (100 + math.min( 800 * Scale, 300)) + VectorRand() * 50 * Scale + (Ent:GetVelocity() * 0.5 + Vector(0,0,Scale * 100)) * invert ) particle:SetDieTime( math.max((1.4 - temp) - Ent:GetVelocity():LengthSqr() * 0.0001,0.2) + Scale * math.Rand(0.8,1.2) ) particle:SetAirResistance( 400 ) particle:SetStartAlpha( 100 - 50 * temp + Scale * 150 ) particle:SetStartSize( 2 + (throttle + Scale) * 4 ) particle:SetEndSize( 10 + 35 * (throttle + Scale) ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetRollDelta( math.Rand( -1, 1 ) * (2 - Scale * 1.75) ) particle:SetColor( Col, Col, Col ) particle:SetGravity( Vector( 0, 0, 10 + Scale * 300 ) + Ent:GetVelocity() * 4 ) particle:SetCollide( true ) end function EFFECT:Think() return false end function EFFECT:Render() end