EFFECT.GlowMat = Material( "sprites/light_glow02_add" ) EFFECT.FireMat = { [1] = Material( "effects/lvs_base/flamelet1" ), [2] = Material( "effects/lvs_base/flamelet2" ), [3] = Material( "effects/lvs_base/flamelet3" ), [4] = Material( "effects/lvs_base/flamelet4" ), [5] = Material( "effects/lvs_base/flamelet5" ), [6] = Material( "effects/lvs_base/fire" ), } EFFECT.SmokeMat = { [1] = Material( "particle/smokesprites_0001" ), [2] = Material( "particle/smokesprites_0002" ), [3] = Material( "particle/smokesprites_0003" ), [4] = Material( "particle/smokesprites_0004" ), [5] = Material( "particle/smokesprites_0005" ), [6] = Material( "particle/smokesprites_0006" ), [7] = Material( "particle/smokesprites_0007" ), [8] = Material( "particle/smokesprites_0008" ), [9] = Material( "particle/smokesprites_0009" ), [10] = Material( "particle/smokesprites_0010" ), [11] = Material( "particle/smokesprites_0011" ), [12] = Material( "particle/smokesprites_0012" ), [13] = Material( "particle/smokesprites_0013" ), [14] = Material( "particle/smokesprites_0014" ), [15] = Material( "particle/smokesprites_0015" ), [16] = Material( "particle/smokesprites_0016" ), } EFFECT.Smoke = { "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 Ent = data:GetEntity() self.LifeTime = 1 self.DieTime = CurTime() + self.LifeTime if not IsValid( Ent ) then return end self.Ent = Ent self.Pos = Ent:WorldToLocal( Pos + VectorRand() * 20 ) self.RandomSize = math.Rand( 1, 2 ) self.Vel = self.Ent:GetVelocity() local emitter = Ent:GetParticleEmitter( self.Pos ) if not IsValid( emitter ) then return end for i = 1, 8 do local particle = emitter:Add( self.Smoke[ math.random(1, #self.Smoke ) ], Pos ) local Dir = Angle(0,math.Rand(-180,180),0):Forward() Dir.z = -0.5 Dir:Normalize() if particle then particle:SetVelocity( Dir * 250 ) particle:SetDieTime( 0.5 + i * 0.01 ) particle:SetAirResistance( 125 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 200 ) particle:SetEndSize( 400 ) particle:SetRoll( math.Rand(-1,1) * math.pi ) particle:SetRollDelta( math.Rand(-1,1) * 3 ) particle:SetColor( 0, 0, 0 ) particle:SetGravity( Vector( 0, 0, 600 ) ) particle:SetCollide( true ) particle:SetBounce( 0 ) end end end function EFFECT:Think() if not IsValid( self.Ent ) then return false end if self.DieTime < CurTime() then return false end self:SetPos( self.Ent:LocalToWorld( self.Pos ) ) return true end function EFFECT:Render() if not IsValid( self.Ent ) or not self.Pos then return end self:RenderSmoke() self:RenderFire() end function EFFECT:RenderSmoke() local Scale = (self.DieTime - CurTime()) / self.LifeTime local Pos = self.Ent:LocalToWorld( self.Pos ) + Vector(0,0,25) local InvScale = 1 - Scale local Num = #self.SmokeMat - math.Clamp(math.ceil( Scale * #self.SmokeMat ) - 1,0, #self.SmokeMat - 1) local C = 10 + 10 * self.RandomSize local Size = (25 + 30 * InvScale) * self.RandomSize local Offset = (self.Vel * InvScale ^ 2) * 0.5 render.SetMaterial( self.SmokeMat[ Num ] ) render.DrawSprite( Pos + Vector(0,0,InvScale ^ 2 * 80 * self.RandomSize) - Offset, Size, Size, Color( C, C, C, 200 * Scale) ) end function EFFECT:RenderFire() local Scale = (self.DieTime - 0.4 - CurTime()) / 0.6 if Scale < 0 then return end local Pos = self.Ent:LocalToWorld( self.Pos ) local InvScale = 1 - Scale render.SetMaterial( self.GlowMat ) render.DrawSprite( Pos + Vector(0,0,InvScale ^ 2 * 10), 100 * InvScale, 100 * InvScale, Color( 255, 150, 75, 255) ) local Num = #self.FireMat - math.Clamp(math.ceil( Scale * #self.FireMat ) - 1,0, #self.FireMat - 1) local Size = (10 + 20 * Scale) * self.RandomSize local Offset = (self.Vel * InvScale ^ 2) * 0.025 render.SetMaterial( self.FireMat[ Num ] ) render.DrawSprite( Pos + Vector(0,0,InvScale ^ 2 * 25) - Offset, Size, Size, Color( 255, 255, 255, 255) ) end