--[[ | 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 dir = data:GetNormal() local scale = data:GetMagnitude() sound.Play( "physics/flesh/flesh_strider_impact_bullet"..math.random(1,3)..".wav", pos, 85, math.random(180,200) + 55 * math.max(1 - scale,0), 0.75 ) sound.Play( "ambient/materials/rock"..math.random(1,5)..".wav", pos, 75, 180, 1 ) local emitter = ParticleEmitter( pos, false ) local VecCol = (render.GetLightColor( pos + dir ) * 0.5 + Vector(0.2,0.18,0.15)) * 255 local DieTime = math.Rand(0.8,1.6) if dir.z > 0.85 then for i = 1, 10 do for n = 0,6 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 end for i = 1, 10 do local particle = emitter:Add( 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( 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 for i = 1,12 do local particle = emitter:Add( self.SmokeMat[ math.random(1,#self.SmokeMat) ] , pos ) if particle then local ang = i * 30 local X = math.cos( math.rad(ang) ) local Y = math.sin( math.rad(ang) ) local Vel = Vector(X,Y,0) * math.Rand(200,1600) + Vector(0,0,50) Vel:Rotate( dir:Angle() + Angle(90,0,0) ) particle:SetVelocity( Vel * scale ) particle:SetDieTime( DieTime ) particle:SetAirResistance( 500 ) particle:SetStartAlpha( 100 ) particle:SetStartSize( 40 * scale ) particle:SetEndSize( 200 * 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(0,0,60) * scale ) particle:SetCollide( true ) end end emitter:Finish() end function EFFECT:Think() return false end function EFFECT:Render() end