local MatBeam = Material( "effects/lvs_base/spark" ) local GlowMat = Material( "sprites/light_glow02_add" ) 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() if IsValid( self.Entity ) then self.OldPos = self.Entity:GetPos() self.Emitter = ParticleEmitter( self.Entity:LocalToWorld( self.OldPos ), false ) end end function EFFECT:doFX( pos ) if not IsValid( self.Entity ) then return end if IsValid( self.Emitter ) then local emitter = self.Emitter local VecCol = (render.GetLightColor( pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255 local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos ) if particle then particle:SetVelocity( -self.Entity:GetForward() * 1500 + VectorRand() * 10 ) particle:SetDieTime( math.Rand(0.05,1) ) particle:SetAirResistance( 250 ) particle:SetStartAlpha( 100 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 0 ) particle:SetEndSize( 30 ) particle:SetRollDelta( 1 ) particle:SetColor( math.min( VecCol.r, 255 ), math.min( VecCol.g, 255 ), math.min( VecCol.b, 255 ) ) particle:SetCollide( false ) end end end function EFFECT:Think() if IsValid( self.Entity ) then self.nextDFX = self.nextDFX or 0 if self.nextDFX < CurTime() then self.nextDFX = CurTime() + 0.02 local oldpos = self.OldPos local newpos = self.Entity:GetPos() self:SetPos( newpos ) local Sub = (newpos - oldpos) local Dir = Sub:GetNormalized() local Len = Sub:Length() self.OldPos = newpos for i = 0, Len, 45 do local pos = oldpos + Dir * i self:doFX( pos ) end end return true end if IsValid( self.Emitter ) then self.Emitter:Finish() end return false end function EFFECT:Render() local ent = self.Entity if not IsValid( ent ) then return end local pos = ent:GetPos() local dir = ent:GetForward() local len = 250 render.SetMaterial( MatBeam ) render.DrawBeam( pos - dir * len, pos + dir * len * 0.1, 32, 1, 0, Color( 100, 100, 100, 100 ) ) render.DrawBeam( pos - dir * len * 0.5, pos + dir * len * 0.1, 16, 1, 0, Color( 255, 255, 255, 255 ) ) render.SetMaterial( GlowMat ) render.DrawSprite( pos, 250, 250, Color( 100, 100, 100, 255 ) ) end