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96
lua/effects/simfphys_tracer_hit.lua
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96
lua/effects/simfphys_tracer_hit.lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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--DO NOT EDIT OR REUPLOAD THIS FILE
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function EFFECT:Init( data )
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self.Pos = data:GetOrigin()
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self.mat = Material( "sprites/light_glow02_add" )
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self.LifeTime = 0.2
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self.DieTime = CurTime() + self.LifeTime
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self:Spark( self.Pos )
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end
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local Materials = {
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"particle/smokesprites_0001",
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"particle/smokesprites_0002",
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"particle/smokesprites_0003",
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"particle/smokesprites_0004",
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"particle/smokesprites_0005",
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"particle/smokesprites_0006",
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"particle/smokesprites_0007",
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"particle/smokesprites_0008",
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"particle/smokesprites_0009",
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"particle/smokesprites_0010",
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"particle/smokesprites_0011",
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"particle/smokesprites_0012",
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"particle/smokesprites_0013",
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"particle/smokesprites_0014",
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"particle/smokesprites_0015",
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"particle/smokesprites_0016"
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}
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function EFFECT:Spark( pos )
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local emitter = ParticleEmitter( pos, false )
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for i = 0, 10 do
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local particle = emitter:Add( "sprites/rico1", pos )
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local vel = VectorRand() * 500
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if particle then
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particle:SetVelocity( vel )
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particle:SetAngles( vel:Angle() + Angle(0,90,0) )
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particle:SetDieTime( math.Rand(0.05,0.1) )
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particle:SetStartAlpha( math.Rand( 200, 255 ) )
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particle:SetEndAlpha( 0 )
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particle:SetStartSize( math.Rand(3,6) )
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particle:SetEndSize( 0 )
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particle:SetRoll( math.Rand(-100,100) )
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particle:SetRollDelta( math.Rand(-100,100) )
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particle:SetColor( 255, 255, 255 )
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particle:SetAirResistance( 0 )
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end
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end
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for i = 0,20 do
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local particle = emitter:Add( Materials[math.random(1,table.Count( Materials ))],pos )
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local rCol = 255
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if particle then
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particle:SetVelocity( VectorRand() * math.Rand(50,100) )
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particle:SetDieTime( math.Rand(0.05,0.2) )
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particle:SetAirResistance( math.Rand(50,100) )
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particle:SetStartAlpha( 20 )
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particle:SetStartSize( 2 )
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particle:SetEndSize( math.Rand(5,10) )
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particle:SetRoll( math.Rand(-1,1) )
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particle:SetColor( rCol,rCol,rCol )
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particle:SetGravity( VectorRand() * 200 + Vector(0,0,200) )
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particle:SetCollide( false )
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end
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end
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emitter:Finish()
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end
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function EFFECT:Think()
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if self.DieTime < CurTime() then return false end
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return true
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end
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function EFFECT:Render()
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end
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