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function EFFECT:Init( data )
local pos = data:GetOrigin()
local emitter = ParticleEmitter( pos )
local particle = emitter:Add( "effects/blood_core", pos )
particle:SetDieTime( 0.5 )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 5, 10 ) )
particle:SetEndSize( math.random( 50, 100 ) )
particle:SetRoll( math.random( -360, 360 ) )
particle:SetColor( 50, 0, 0 )
local particle = emitter:Add( "effects/blood_core", pos )
particle:SetDieTime( math.Rand( 5.0, 7.0 ) )
particle:SetStartAlpha( 50 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 40, 80 ) )
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(5,10) 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( 2, 4 ) )
particle:SetEndSize( math.random( 10, 20 ) )
particle:SetRoll( math.random( -360, 360 ) )
particle:SetColor( 50, 0, 0 )
particle:SetGravity( Vector( 0, 0, -300 ) )
end
for i=1, 6 do
local particle = emitter:Add( "nuke/gore" .. math.random(1,2), pos )
particle:SetVelocity( VectorRand() * 100 + Vector(0,0,75) )
particle:SetDieTime( 0.5 )
particle:SetStartAlpha( 200 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 5, 10 ) )
particle:SetEndSize( math.random( 30, 60 ) )
particle:SetRoll( math.random( -360, 360 ) )
particle:SetColor( 50, 0, 0 )
particle:SetGravity( Vector( 0, 0, -300 ) )
end
emitter:Finish()
for i=1, 3 do
local ed = EffectData()
ed:SetOrigin( pos )
ed:SetScale( 1 )
util.Effect( "player_gib", ed, true, true )
end
if LocalPlayer():GetPos():Distance( pos ) <= 100 then
local frac = 1 - ( LocalPlayer():GetPos():Distance( pos ) / 100 )
for i=1, math.Round( frac * 6 ) do
AddStain()
end
end
end
function EFFECT:Think( )
return false
end
function EFFECT:Render()
end
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