function EFFECT:Init( data ) self.DieTime = CurTime() + 1.5 self.SoundTime = CurTime() + math.Rand( 0.2, 1.0 ) local pos = data:GetOrigin() + Vector(0,0,50) local emitter = ParticleEmitter( pos ) self.Pos = pos self.Normal = data:GetNormal() local particle = emitter:Add( "effects/blood_core", pos ) particle:SetDieTime( math.Rand( 0.5, 1.0 ) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 10 ) particle:SetEndSize( math.random( 100, 150 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) local particle = emitter:Add( "effects/blood_core", pos ) particle:SetDieTime( math.Rand( 6.0, 8.0 ) ) particle:SetStartAlpha( 50 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.random( 150, 200 ) ) particle:SetEndSize( 200 ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -5 ) ) 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 ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.random( 20, 40 ) ) particle:SetEndSize( math.random( 50, 150 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -300 ) ) end for i=1, 12 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 + ( self.Normal * ( i * 10 ) ) ) particle:SetDieTime( math.Rand( 0.5, 1.0 ) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.random( 10, 20 ) ) particle:SetEndSize( math.random( 50, 100 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 50, 0, 0 ) particle:SetGravity( Vector( 0, 0, -300 ) ) 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 ) particle:SetDieTime( math.Rand( 2.0, 4.0 ) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 255 ) particle:SetStartSize( math.random( 8, 12 ) ) particle:SetEndSize( 1 ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetColor( 40, 0, 0 ) particle:SetGravity( Vector( 0, 0, -500 ) ) particle:SetCollide( true ) particle:SetBounce( 0.5 ) particle:SetCollideCallback( function( part, pos, normal ) util.Decal( "Blood", pos + normal, pos - normal ) end ) end emitter:Finish() for i=1, 8 do local ed = EffectData() ed:SetOrigin( pos + Vector(0,0,math.random(0,30)) ) if i < 4 then ed:SetScale( 1 ) else ed:SetScale( 2 ) end util.Effect( "player_gib", ed, true, true ) end if LocalPlayer():GetPos():Distance( pos ) <= 300 then local frac = 1 - ( LocalPlayer():GetPos():Distance( pos ) / 300 ) for i=1, math.Round( frac * 6 ) do AddStain() end end 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() + math.Rand( 0.2, 0.6 ) end return self.DieTime > CurTime() end function EFFECT:Render() end