--[[ | 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 ) local Pos = data:GetOrigin() self:Explosion( Pos, 2 ) local ply = LocalPlayer():GetViewEntity() if IsValid( ply ) then local delay = (Pos - ply:GetPos()):Length() / 13503.9 timer.Simple( delay, function() sound.Play( "LVS.EXPLOSION", Pos ) end ) else sound.Play( "LVS.EXPLOSION", Pos ) end for i = 1, 20 do timer.Simple(math.Rand(0,0.01) * i, function() if not IsValid( self ) then return end local p = Pos + VectorRand() * 10 * i self:Explosion( p, math.Rand(0.5,0.8) ) end) end end function EFFECT:Explosion( pos , scale ) local emitter = ParticleEmitter( pos, false ) if not IsValid( emitter ) then return end for i = 0,10 do local particle = emitter:Add( Materials[ math.random(1, #Materials ) ], pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 1000 * scale ) particle:SetDieTime( math.Rand(0.75,1.5) * scale ) particle:SetAirResistance( math.Rand(200,600) ) particle:SetStartAlpha( 255 ) particle:SetStartSize( math.Rand(60,120) * scale ) particle:SetEndSize( math.Rand(160,280) * scale ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 40,40,40 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end for i = 0, 40 do local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos ) if not particle then continue end particle:SetVelocity( VectorRand() * 1000 * scale ) particle:SetDieTime( 0.14 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 10 * scale ) particle:SetEndSize( math.Rand(60,120) * scale ) particle:SetEndAlpha( 100 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( 200,150,150 ) particle:SetCollide( false ) end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end