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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( 0.3 )
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( "particles/smokey", pos )
particle:SetDieTime( math.Rand( 10, 20 ) )
particle:SetStartAlpha( math.random( 20, 40 ) )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 20, 40 ) )
particle:SetEndSize( 10 )
particle:SetRoll( math.random( -360, 360 ) )
particle:SetColor( 50, 0, 0 )
for i=1, math.random(2,4) 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
emitter:Finish()
if LocalPlayer():GetPos():Distance( pos ) <= 100 then
local frac = 1 - ( LocalPlayer():GetPos():Distance( pos ) / 100 )
for i=1, math.Round( frac * 3 ) do
AddStain()
end
end
end
function EFFECT:Think( )
return false
end
function EFFECT:Render()
end
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