--[[ | 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" } EFFECT.DecalMat = Material( util.DecalMaterial( "Scorch" ) ) function EFFECT:Init( data ) local Pos = data:GetOrigin() self.DieTime = CurTime() + 1 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.DYNAMIC_EXPLOSION", Pos ) end ) else sound.Play( "LVS.DYNAMIC_EXPLOSION", Pos ) end for i = 1, 20 do timer.Simple(math.Rand(0,0.01) * i, function() if IsValid( self ) then local p = Pos + VectorRand() * 10 * i self:Explosion( p, math.Rand(0.5,0.8) ) end end) end self:Debris( Pos ) local traceSky = util.TraceLine( { start = Pos, endpos = Pos + Vector(0,0,50000), mask = MASK_SOLID_BRUSHONLY, } ) local traceWater = util.TraceLine( { start = traceSky.HitPos, endpos = Pos - Vector(0,0,100), mask = MASK_WATER, } ) if traceWater.Hit then local effectdata = EffectData() effectdata:SetOrigin( traceWater.HitPos ) effectdata:SetScale( 100 ) effectdata:SetFlags( 2 ) util.Effect( "WaterSplash", effectdata, true, true ) else local trace = util.TraceLine( { start = Pos + Vector(0,0,100), endpos = Pos - Vector(0,0,100), mask = MASK_SOLID_BRUSHONLY, } ) if trace.Hit and not trace.HitNonWorld then for i = 1, 10 do local StartPos = trace.HitPos + Vector(math.random(-25,25) * i,math.random(-25,25) * i,0) local decalTrace = util.TraceLine( { start = StartPos + Vector(0,0,100), endpos = StartPos - Vector(0,0,100), mask = MASK_SOLID_BRUSHONLY, } ) util.DecalEx( self.DecalMat, trace.Entity, decalTrace.HitPos + decalTrace.HitNormal, decalTrace.HitNormal, Color(255,255,255,255), math.Rand(2,3), math.Rand(2,3) ) end end end end function EFFECT:Debris( pos ) local emitter = ParticleEmitter( pos, false ) if not IsValid( emitter ) then return end for i = 0,60 do local particle = emitter:Add( "effects/fleck_tile"..math.random(1,2), pos ) local vel = VectorRand() * math.Rand(200,600) vel.z = math.Rand(200,600) if particle then particle:SetVelocity( vel ) particle:SetDieTime( math.Rand(10,15) ) particle:SetAirResistance( 10 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 5 ) particle:SetEndSize( 5 ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 0,0,0 ) particle:SetGravity( Vector( 0, 0, -600 ) ) particle:SetCollide( true ) particle:SetBounce( 0.3 ) end end emitter:Finish() 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 particle then particle:SetVelocity( VectorRand() * 1500 * 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(220,320) * scale ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 40,40,40 ) particle:SetGravity( Vector( 0, 0, 100 ) ) particle:SetCollide( false ) end end for i = 0, 40 do local particle = emitter:Add( "particles/flamelet"..math.random(1,5), pos ) if particle then particle:SetVelocity( VectorRand() * 1500 * scale ) particle:SetDieTime( 0.2 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 20 * scale ) particle:SetEndSize( math.Rand(180,240) * scale ) particle:SetEndAlpha( 100 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( 200,150,150 ) particle:SetCollide( false ) end end emitter:Finish() local dlight = DynamicLight( math.random(0,9999) ) if dlight then dlight.pos = pos dlight.r = 255 dlight.g = 180 dlight.b = 100 dlight.brightness = 8 dlight.Decay = 2000 dlight.Size = 300 dlight.DieTime = CurTime() + 1 end end function EFFECT:Think() if CurTime() < self.DieTime then return true end return false end function EFFECT:Render() end