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 emitter = ParticleEmitter( pos, false ) for i = 1,12 do local particle = emitter:Add( Materials[ math.random(1, #Materials ) ],pos ) if not particle then continue end local ang = i * 30 local X = math.cos( math.rad(ang) ) local Y = math.sin( math.rad(ang) ) particle:SetVelocity( Vector(X,Y,0) * math.Rand(3000,4000) ) particle:SetDieTime( math.Rand(0.5,1) ) particle:SetAirResistance( math.Rand(3000,5000) ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 20 ) particle:SetEndSize( math.Rand(30,40) ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 60,60,60 ) particle:SetGravity( VectorRand() * 200 + Vector(0,0,1000) ) particle:SetCollide( false ) end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end