--[[ | 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/ --]] EFFECT.SmokeMat = { "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" } EFFECT.DustMat = { "effects/lvs_base/particle_debris_01", "effects/lvs_base/particle_debris_02", } function EFFECT:Init( data ) local pos = data:GetOrigin() local ent = data:GetEntity() if not IsValid( ent ) then return end local dir = data:GetNormal() local scale = data:GetMagnitude() local underwater = data:GetFlags() == 1 local emitter = ent:GetParticleEmitter( ent:GetPos() ) local VecCol = render.GetLightColor( pos + dir ) * 0.5 if underwater then VecCol = (VecCol * 0.25 + Vector(0.75,0.75,0.75)) * 255 else VecCol = (VecCol + Vector(0.3,0.25,0.15)) * 255 end local DieTime = math.Rand(0.8,1.6) for i = 1, 5 do local particle = emitter:Add( self.DustMat[ math.random(1,#self.DustMat) ] , pos ) if not particle then continue end particle:SetVelocity( (dir * 50 * i + VectorRand() * 25) * scale ) particle:SetDieTime( (i / 8) * DieTime ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 10 * scale ) particle:SetEndSize( 20 * i * scale ) 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,-600) * scale ) particle:SetCollide( false ) end for i = 1, 5 do local particle = emitter:Add( underwater and "effects/splash4" or self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos ) if not particle then continue end particle:SetVelocity( (dir * 50 * i + VectorRand() * 40) * scale ) particle:SetDieTime( (i / 8) * DieTime ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( underwarter and 150 or 255 ) particle:SetStartSize( 10 * scale ) particle:SetEndSize( 20 * i * scale ) 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,-600) * scale ) particle:SetCollide( false ) end end function EFFECT:Think() return false end function EFFECT:Render() end