EFFECT.MatSmoke = { "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 ) if not emitter then return end local VecCol = (render.GetLightColor( pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255 for i = 0,2 do local particle = emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 200 ) particle:SetDieTime( math.Rand(4,6) ) particle:SetAirResistance( 250 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 0 ) particle:SetEndSize( 650 ) 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( VectorRand() * 600 ) particle:SetCollide( true ) particle:SetBounce( 1 ) end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end