diff options
Diffstat (limited to 'entities/effects/biohazard/init.lua')
| -rw-r--r-- | entities/effects/biohazard/init.lua | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/entities/effects/biohazard/init.lua b/entities/effects/biohazard/init.lua index 8af6357..ca80b2d 100644 --- a/entities/effects/biohazard/init.lua +++ b/entities/effects/biohazard/init.lua @@ -5,14 +5,14 @@ function EFFECT:Init( data ) self.DieTime = CurTime() + 1.5 self.SoundTime = 0 - + local pos = data:GetOrigin() + Vector(0,0,10) local emitter = ParticleEmitter( pos ) - + self.Pos = pos - + for i=1, math.random(4,8) do - + local particle = emitter:Add( "effects/blood", pos ) particle:SetVelocity( VectorRand() * 100 + Vector(0,math.random(-25,25),50) ) particle:SetDieTime( 1.0 ) @@ -23,14 +23,14 @@ function EFFECT:Init( data ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( self.Color.r, self.Color.g, 0 ) particle:SetGravity( Vector( 0, 0, -300 ) ) - + end - + for i=1, 10 do - + local vec = VectorRand() vec.z = math.Rand( -0.2, 1.0 ) - + local particle = emitter:Add( "nuke/gore" .. math.random(1,2), pos ) particle:SetVelocity( vec * 250 ) particle:SetDieTime( math.Rand( 0.8, 1.0 ) ) @@ -41,14 +41,14 @@ function EFFECT:Init( data ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( self.Color.r, self.Color.g + math.random(0,20), 0 ) particle:SetGravity( Vector( 0, 0, -400 ) ) - + end - + for i=1, math.random(3,6) do - + local vec = VectorRand() vec.z = math.Rand( -0.2, 1.0 ) - + local particle = emitter:Add( "nuke/gore" .. math.random( 1, 2 ), pos + Vector( 0, 0, math.random( -10, 10 ) ) ) particle:SetVelocity( vec * 300 ) particle:SetLifeTime( 0 ) @@ -59,37 +59,37 @@ function EFFECT:Init( data ) particle:SetEndSize( 1 ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( self.Color.r, self.Color.g, 0 ) - + particle:SetGravity( Vector( 0, 0, -500 ) ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) - + particle:SetCollideCallback( function( part, pos, normal ) - + util.Decal( "yellowblood", pos + normal, pos - normal ) - + end ) - + end emitter:Finish() - + end function EFFECT:Think() if self.SoundTime < CurTime() then - + sound.Play( table.Random( GAMEMODE.GoreSplat ), self.Pos, 100, math.random(90,110) ) - + self.SoundTime = CurTime() + 0.5 - + end return self.DieTime > CurTime() - + end function EFFECT:Render() - + end |
