function EFFECT:Init( data ) self.Entity:SetModel( table.Random( GAMEMODE.BarrelGibs ) ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) //self.Entity:SetMaterial( "models/flesh" ) self.Entity:SetCollisionGroup( COLLISION_GROUP_DEBRIS ) self.Entity:SetCollisionBounds( Vector( -128 -128, -128 ), Vector( 128, 128, 128 ) ) self.Entity:SetAngles( Angle( math.Rand(0,360), math.Rand(0,360), math.Rand(0,360) ) ) local phys = self.Entity:GetPhysicsObject() if IsValid( phys ) then local vec = VectorRand() vec.z = math.Clamp( vec.z, -0.4, 0.8 ) phys:Wake() phys:SetMass( 100 ) phys:AddAngleVelocity( VectorRand() * 500 ) phys:SetVelocity( vec * math.Rand( 100, 200 ) ) end self.LifeTime = CurTime() + 15 end function EFFECT:Think( ) return self.LifeTime > CurTime() end function EFFECT:Render() self.Entity:DrawModel() end