local GlowMat = Material( "sprites/light_glow02_add" ) local FireMat = Material( "effects/fire_cloud1" ) local HeatMat = Material( "sprites/heatwave" ) 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 ) self.Entity = data:GetEntity() self.LifeTime = data:GetMagnitude() self.DieTime = CurTime() + self.LifeTime if not IsValid( self.Entity ) then return end local Pos, Dir = self:GetPosition() self.Emitter = ParticleEmitter( Pos, false ) self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 ) local Pos, Dir = self:GetPosition() for i = 1,10 do self:MakeFlameStream( self.Emitter, self.Entity, Pos, Dir ) end end function EFFECT:GetPosition() local ent = self.Entity if not IsValid( ent ) then return vector_origin, vector_origin end local Pos = ent:GetPos() local Dir = ent:GetForward() local Target = ent:GetTarget() local Attachment = ent:GetTargetAttachment() if IsValid( Target ) and Attachment ~= "" then local ID = Target:LookupAttachment( Attachment ) local Muzzle = Target:GetAttachment( ID ) if not Muzzle then return vector_origin, vector_origin end Pos = Muzzle.Pos Dir = Muzzle.Ang:Forward() end return Pos, Dir end function EFFECT:MakeFlameStream( emitter, ent, pos, dir ) local vel = ent:GetTargetVelocity() local Alpha = 100 - vel:Length() / 2 if Alpha > 1 then local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos ) if particle then particle:SetVelocity( VectorRand() * 60 + dir * 200 ) particle:SetDieTime( math.Rand(0.8,1.2) ) particle:SetAirResistance( 400 ) particle:SetStartAlpha( Alpha ) particle:SetStartSize( 2 ) particle:SetEndSize( 20 ) particle:SetRoll( math.Rand( -2, 2 ) ) particle:SetRollDelta( math.Rand( -2, 2 ) ) particle:SetColor( 0, 0, 0 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end end local particle = emitter:Add( "effects/lvs_base/fire", pos ) if particle then particle:SetVelocity( VectorRand() * 60 + dir * math.Rand(100,200) + vel ) particle:SetDieTime( math.Rand(0.75,1.5) ) particle:SetAirResistance( 40 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 1 ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(-3,3) ) particle:SetRollDelta( math.Rand(-6,6) ) particle:SetColor( 255, 255, 255 ) particle:SetGravity( Vector(0,0,-600) ) particle:SetCollide( true ) end local particle = emitter:Add( "effects/lvs_base/fire", pos ) if particle then particle:SetVelocity( dir * 70 + vel ) particle:SetDieTime( 0.2 ) particle:SetAirResistance( 0 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 5 ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(-1,1) * 180 ) particle:SetColor( 255,255,255 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos ) if particle then particle:SetVelocity( dir * 40 + vel ) particle:SetDieTime( 0.2 ) particle:SetAirResistance( 0 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 2 ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand(-1,1) * 180 ) particle:SetColor( 255,255,255 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end end function EFFECT:Think() local ent = self.Entity local emitter = self.Emitter local T = CurTime() if IsValid( ent ) and (self.DieTime or 0) > T then if (self.nextDFX or 0) < T then self.nextDFX = T + 0.01 local Pos, Dir = self:GetPosition() self:SetRenderBoundsWS( Pos, Pos + Dir * 50000 ) end return true end if emitter then emitter:Finish() end return false end function EFFECT:Render() local ent = self.Entity if not IsValid( ent ) then return end local Scale = (self.DieTime - CurTime()) / self.LifeTime local invScaleExp = (1 - Scale) ^ 2 local Pos, Dir = self:GetPosition() local scroll = -CurTime() * 5 local Up = Dir + VectorRand() * 0.08 render.UpdateRefractTexture() render.SetMaterial( HeatMat ) render.StartBeam( 3 ) render.AddBeam( Pos, 8 * invScaleExp, scroll, Color( 0, 0, 255, 200 ) ) render.AddBeam( Pos + Up * 32 * invScaleExp, 32 * invScaleExp, scroll + 2, color_white ) render.AddBeam( Pos + Up * 128 * invScaleExp, 32 * invScaleExp, scroll + 5, Color( 0, 0, 0, 0 ) ) render.EndBeam() local A = Scale ^ 2 local Size = Scale * 64 render.SetMaterial( GlowMat ) render.DrawSprite( Pos, Size, Size, Color( 255 * A, 150 * A, 75 * A, 255 * A) ) end