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function EFFECT:Init( data )
self.DieTime = CurTime() + 1.5
local pos = data:GetOrigin()
local normal = data:GetNormal()
local emitter = ParticleEmitter( pos )
for i=1, 20 do
local particle = emitter:Add( "effects/muzzleflash"..math.random(1,4), pos )
particle:SetVelocity( VectorRand() * 100 )
particle:SetDieTime( math.Rand( 0.3, 0.6 ) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.Rand( 5, 10 ) )
particle:SetEndSize( math.Rand( 40, 80 ) )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetColor( 50, 100, 250 )
end
for i=1, math.random(3,6) do
local vec = normal * math.random( 150, 200 )+ VectorRand() * 50
local normalized = vec:GetNormal():Angle()
local particle = emitter:Add( "effects/yellowflare", pos )
particle:SetVelocity( normal * math.random(150,200) + VectorRand() * 50 )
particle:SetAngles( normalized )
particle:SetLifeTime( 0 )
particle:SetDieTime( math.Rand( 0.8, 1.0 ) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 10 )
particle:SetEndSize( 0 )
particle:SetEndLength( 20 )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetColor( 50, 100, 200 )
particle:SetGravity( Vector( 0, 0, -300 ) )
end
for i=1, math.random(3,6) do
local vec = VectorRand() * 500
local normalized = vec:GetNormal():Angle()
local particle = emitter:Add( "effects/yellowflare", pos )
particle:SetVelocity( vec )
particle:SetAngles( normalized )
particle:SetDieTime( math.Rand( 2.0, 4.0 ) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( 10 )
particle:SetEndSize( 0 )
particle:SetEndLength( 20 )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetColor( 50, 100, 200 )
particle:SetGravity( Vector( 0, 0, -500 ) )
particle:SetCollide( true )
particle:SetBounce( 1.0 )
end
emitter:Finish()
end
function EFFECT:Think( )
return self.DieTime > CurTime()
end
function EFFECT:Render()
end
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