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EFFECT.Color = Color(100,80,0)
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 )
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( 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 ) )
particle:SetStartAlpha( 200 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 10, 20 ) )
particle:SetEndSize( math.random( 100, 150 ) )
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 )
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( 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
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