--[[ | This file was obtained through the combined efforts | of Madbluntz & Plymouth Antiquarian Society. | | Credits: lifestorm, Gregory Wayne Rossel JR., | Maloy, DrPepper10 @ RIP, Atle! | | Visit for more: https://plymouth.thetwilightzone.ru/ --]] 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 ) if not LVS.ShowPhysicsEffects then self.LifeTime = 0 self.DieTime = 0 return end self.Pos = data:GetOrigin() self.mat = Material( "sprites/light_glow02_add" ) self.LifeTime = 0.2 self.DieTime = CurTime() + self.LifeTime local Col = self.Col local Pos = self.Pos local Dir = data:GetNormal() local Strength = data:GetMagnitude() local emitter = ParticleEmitter( Pos, false ) for i = 0,1 do local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], Pos ) local vel = VectorRand() * 100 + Dir * 40 if particle then particle:SetVelocity( vel ) particle:SetDieTime( 1 ) particle:SetAirResistance( 1000 ) particle:SetStartAlpha( 10 ) particle:SetStartSize( 2 ) particle:SetEndSize( 12 ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 40, 30, 20 ) particle:SetGravity( Dir * 50 ) particle:SetCollide( false ) end end for i = 0, 3 do local particle = emitter:Add( "sprites/rico1", Pos ) local vel = VectorRand() * 25 * (1 - Strength) + (VectorRand() * 100 + Dir * 150) * Strength if particle then particle:SetVelocity( vel ) particle:SetAngles( vel:Angle() + Angle(0,90,0) ) particle:SetDieTime( 2 ) particle:SetStartAlpha( math.Rand( 200, 255 ) ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 2 ) particle:SetEndSize( 0.25 ) particle:SetRoll( math.Rand(-100,100) ) particle:SetRollDelta( math.Rand(-100,100) ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) particle:SetAirResistance( 0 ) particle:SetColor( 255, 200, 0 ) particle:SetGravity( Vector(0,0,-600) ) end end emitter:Finish() end function EFFECT:Think() if self.DieTime < CurTime() then return false end return true end local mat = Material( "sprites/light_glow02_add" ) function EFFECT:Render() if not LVS.ShowPhysicsEffects then return end local Scale = (self.DieTime - CurTime()) / self.LifeTime render.SetMaterial( mat ) render.DrawSprite( self.Pos, 32, 32, Color( 255 * Scale, 175 * Scale, 80 * Scale, 255) ) end