EFFECT.MatBeam = Material( "effects/lvs_base/spark" ) EFFECT.MatSprite = Material( "sprites/light_glow02_add" ) 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 Dir = data:GetNormal() local Ent = data:GetEntity() local Vel = Dir * 10 if IsValid( Ent ) then Vel = Ent:GetVelocity() end local emitter = ParticleEmitter( Pos, false ) if not IsValid( emitter ) then return end for i = 0, 12 do local particle = emitter:Add( "effects/muzzleflash2", Pos + Dir * i * 0.7 * math.random(1,2) * 0.5 ) local Size = 1 if not particle then continue end particle:SetVelocity( Dir * 800 + Vel ) particle:SetDieTime( 0.05 ) particle:SetStartAlpha( 255 * Size ) particle:SetStartSize( math.max( math.random(10,24) - i * 0.5,0.1 ) * Size ) particle:SetEndSize( 0 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( 255, 255, 255 ) particle:SetCollide( false ) end local VecCol = (render.GetLightColor( Pos ) * 0.8 + Vector(0.2,0.2,0.2)) * 255 for i = 0,10 do local particle = emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], Pos ) if not particle then continue end particle:SetVelocity( Dir * 700 + VectorRand() * 200 ) particle:SetDieTime( math.Rand(2,3) ) particle:SetAirResistance( 250 ) particle:SetStartAlpha( 50 ) particle:SetStartSize( 5 ) particle:SetEndSize( 120 ) 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(0,0,100) ) particle:SetCollide( false ) end local trace = util.TraceLine( { start = Pos, endpos = Pos - Vector(0,0,500), mask = MASK_SOLID_BRUSHONLY, } ) if not trace.Hit then return end local VecCol = (render.GetLightColor( trace.HitPos + trace.HitNormal ) * 0.8 + Vector(0.17,0.15,0.1)) * 255 for i = 1,24 do local particle = emitter:Add( self.MatSmoke[math.random(1,#self.MatSmoke)], trace.HitPos ) if not particle then continue end local ang = i * 15 local X = math.cos( math.rad(ang) ) local Y = math.sin( math.rad(ang) ) particle:SetVelocity( Vector(X,Y,0) * 3000 ) particle:SetDieTime( math.Rand(0.5,1) ) particle:SetAirResistance( 500 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 50 ) particle:SetEndSize( 240 ) 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(0,0,150) + Dir * 2000 ) particle:SetCollide( false ) end emitter:Finish() local ply = LocalPlayer() if not IsValid( ply ) then return end local ViewEnt = ply:GetViewEntity() if not IsValid( ViewEnt ) then return end local Intensity = 16 local Ratio = math.min( 250 / (ViewEnt:GetPos() - trace.HitPos):Length(), 1 ) if Ratio < 0 then return end util.ScreenShake( trace.HitPos, Intensity * Ratio, 0.1, 0.5, 250 ) end function EFFECT:Think() return false end function EFFECT:Render() end