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" } function EFFECT:Init( data ) local Ent = data:GetEntity() if not IsValid( Ent ) then return end local Offset = Ent:GetPos() local Low, High = Ent:WorldSpaceAABB() local Vel = Ent:GetVelocity() local Radius = Ent:BoundingRadius() local NumParticles = Radius NumParticles = NumParticles * 4 NumParticles = math.Clamp( NumParticles, 32, 256 ) local emitter = ParticleEmitter( Offset ) for i = 0, NumParticles do local Pos = Vector( math.Rand( Low.x, High.x ), math.Rand( Low.y, High.y ), math.Rand( Low.z, High.z ) ) local particle = emitter:Add( "effects/fleck_tile"..math.random(1,2), Pos ) if not particle then continue end particle:SetVelocity( ( Pos - Offset ) * 5 + Vel * 0.5 ) particle:SetLifeTime( 0 ) particle:SetDieTime( math.Rand( 0.5, 1 ) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand(3,6) * Radius * 0.025 ) particle:SetEndSize( 1 ) particle:SetRoll( math.Rand( 0, 360 ) ) particle:SetRollDelta( math.Rand(-10,10) ) particle:SetAirResistance( 25 ) particle:SetGravity( Vector( 0, 0, -600 ) ) particle:SetCollide( true ) particle:SetColor( 50, 50, 50 ) particle:SetBounce( 0.3 ) particle:SetLighting( true ) end for i = 1, 2 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , Offset ) if not particle then continue end particle:SetVelocity( VectorRand() * 100 * Radius + Vel * 0.5 ) particle:SetDieTime( math.Rand(0.2,0.6) ) particle:SetAirResistance( 200 * Radius ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 0.5 * Radius ) particle:SetEndSize( 2 * Radius ) particle:SetRollDelta( math.Rand(-1,1) ) particle:SetColor( 255, 255, 255 ) particle:SetGravity( Vector(0,0,600) ) particle:SetCollide( false ) particle:SetLighting( true ) end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end