EFFECT.GlowMat = Material( "sprites/light_glow02_add" ) EFFECT.SmokeMat = { "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" } EFFECT.DustMat = { "effects/lvs_base/particle_debris_01", "effects/lvs_base/particle_debris_02", } function EFFECT:Init( data ) local pos = data:GetOrigin() local dir = data:GetNormal() local scale = data:GetMagnitude() self.LifeTime = 0.35 self.DieTime = CurTime() + self.LifeTime self.Pos = pos self.Scale = scale sound.Play( "weapons/shotgun/shotgun_fire6.wav", pos, 75, 150, 1 ) local VecCol = (render.GetLightColor( pos + dir ) * 0.5 + Vector(0.2,0.18,0.15)) * 255 local emitter = ParticleEmitter( pos, false ) for i = 0,20 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 500 * scale ) particle:SetDieTime( math.Rand(0.4,0.6) ) particle:SetAirResistance( 500 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 40 * scale ) particle:SetEndSize( 200 * scale ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector(0,0,1200) ) particle:SetCollide( true ) end for i = 1,12 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , 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) ) local Vel = Vector(X,Y,0) * 1000 Vel:Rotate( dir:Angle() + Angle(90,0,0) ) particle:SetVelocity( Vel * scale ) particle:SetDieTime( math.Rand(0.6,0.8) ) particle:SetAirResistance( 500 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 30 * scale ) particle:SetEndSize( 60 * scale ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector(0,0,600) ) particle:SetCollide( true ) end for i = 0, 15 do local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 400 * scale ) particle:SetDieTime( math.Rand(0.2,0.3) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 60 * scale ) particle:SetEndSize( 10 * scale ) particle:SetColor( 255, 255, 255 ) particle:SetGravity( dir * 2500 ) particle:SetRollDelta( math.Rand(-5,5) ) particle:SetAirResistance( 300 ) end for i = 0, 5 do local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos) if not particle then continue end particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetColor( 255, 255, 255 ) particle:SetGravity( Vector(0,0,0) ) local size = math.Rand(2, 12) * scale particle:SetEndSize( size ) particle:SetStartSize( size ) particle:SetStartLength( 100 * scale ) particle:SetEndLength( size ) particle:SetDieTime( math.Rand(0.1,0.2) ) particle:SetVelocity( (dir * 2000 + VectorRand() * 1000) * scale ) particle:SetAirResistance( 0 ) end for i = 0, 40 do local particle = emitter:Add( "effects/fire_embers"..math.random(1,2), pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 400 * scale ) particle:SetDieTime( math.Rand(0.4,0.6) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 20 * scale ) particle:SetEndSize( 0 ) particle:SetColor( 255, 255, 255 ) particle:SetGravity( Vector(0,0,600) ) particle:SetRollDelta( math.Rand(-8,8) ) particle:SetAirResistance( 300 ) end if dir.z > 0.8 then for i = 0,60 do local particle = emitter:Add( "effects/fleck_cement"..math.random(1,2), pos ) local vel = dir * math.Rand(600,1000) + VectorRand() * 200 if not particle then continue end particle:SetVelocity( vel * scale ) particle:SetDieTime( math.Rand(10,15) ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( 255 ) local size = math.Rand(2, 4) * scale particle:SetEndSize( size ) particle:SetStartSize( size ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetGravity( Vector( 0, 0, -600 ) ) particle:SetCollide( true ) particle:SetBounce( 0.3 ) 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.Scale then return end local Scale = (self.DieTime - CurTime()) / self.LifeTime local R1 = 800 * self.Scale render.SetMaterial( self.GlowMat ) render.DrawSprite( self.Pos, R1 * Scale, R1 * Scale, Color( 255, 200, 150, 255) ) end