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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
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