local matRefraction = Material( "refract_ring" ) function EFFECT:Init( data ) self.Entity:SetRenderBounds( Vector() * -1024, Vector() * 1024 ) self.Pos = data:GetOrigin() self.Norm = data:GetNormal() self.Emitter = ParticleEmitter( self.Pos ) self.DieTime = CurTime() + 5 for i=1, math.random(3,6) do local vec = self.Norm + VectorRand() * 0.7 vec.x = math.Clamp( vec.x, -1.0, 0 ) local particle = self.Emitter:Add( "effects/fire_cloud2", self.Pos ) particle:SetVelocity( vec * math.random( 400, 600 ) ) particle:SetDieTime( 1.0 ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( 5 ) particle:SetEndSize( 0 ) particle:SetColor( math.random( 150, 255 ), math.random( 100, 150 ), 100 ) particle:SetGravity( Vector( 0, 0, math.random( -700, -500 ) ) ) particle:SetAirResistance( math.random( 20, 60 ) ) particle:SetCollide( true ) particle:SetLifeTime( 0 ) particle:SetThinkFunction( CloudThink ) particle:SetNextThink( CurTime() + 0.1 ) end for i=1, 15 do local particle = self.Emitter:Add( "effects/muzzleflash"..math.random(1,4), self.Pos ) particle:SetVelocity( self.Norm * math.random(50,100) + VectorRand() * math.random(50,100) ) particle:SetDieTime( 0.7 ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand( 20, 40 ) ) particle:SetEndSize( math.Rand( 100, 200 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetRollDelta( math.Rand( -0.2, 0.2 ) ) particle:SetColor( math.random( 150, 255 ), math.random( 100, 150 ), 100 ) local particle = self.Emitter:Add( "particle/particle_smokegrenade", self.Pos ) particle:SetDieTime( math.Rand( 1.5, 2.0 ) ) particle:SetStartAlpha( 255 ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.Rand( 20, 40 ) ) particle:SetEndSize( math.Rand( 100, 150 ) ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetRollDelta( math.Rand( -0.1, 0.1 ) ) local vec = VectorRand() vec.x = math.Rand( -0.1, 0.1 ) if i % 2 == 0 then particle:SetVelocity( self.Norm * math.random(100,150) + vec * math.random(40,80) ) else particle:SetVelocity( vec * math.random(100,150) ) end local dark = math.random( 10, 50 ) particle:SetColor( dark, dark, dark ) particle:SetGravity( Vector(0,0,-50) ) particle:SetCollide( true ) end local dlight = DynamicLight( self.Entity:EntIndex() ) if dlight then dlight.Pos = self.Pos dlight.r = 250 dlight.g = 200 dlight.b = 50 dlight.Brightness = math.Rand( 4, 8 ) dlight.Decay = 2048 dlight.size = 2048 dlight.DieTime = CurTime() + 5 end self.Emitter:Finish() end function EFFECT:Think( ) return self.DieTime > CurTime() end function EFFECT:Render() end function CloudThink( part ) part:SetNextThink( CurTime() + 0.05 ) local scale = 1 - part:GetLifeTime() local pos = part:GetPos() local emitter = ParticleEmitter( pos ) local vec = VectorRand() vec.x = math.Rand( -0.1, 0 ) local particle = emitter:Add( "particle/particle_smokegrenade", pos ) particle:SetVelocity( vec * 3 + ( WindVector * ( 2 * ( 1 - scale ) ) ) ) particle:SetDieTime( math.Rand( 2.0, 3.0 ) + scale * 1.0 ) particle:SetStartAlpha( math.random( 100, 150 ) ) particle:SetEndAlpha( 0 ) particle:SetStartSize( math.random( 1, 3 ) + scale * 20 ) particle:SetEndSize( math.random( 1, 5 ) + scale * 30 ) particle:SetRoll( math.Rand( -360, 360 ) ) particle:SetRollDelta( math.Rand( -0.1, 0.1 ) ) local dark = math.random( 10, 50 ) particle:SetColor( dark, dark, dark ) emitter:Finish() end