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function EFFECT:Init( data )
self.DieTime = CurTime() + 5
self.SmokeTime = 0
self.Ent = data:GetEntity()
if not IsValid( self.Ent ) then self.DieTime = 0 return end
self.Emitter = ParticleEmitter( self.Ent:GetPos() )
if LocalPlayer() != self.Ent then return end
LocalPlayer():EmitSound( "ambient/fire/ignite.wav", 100, 80 )
end
function EFFECT:Think()
if IsValid( self.Ent ) then
if self.Ent:IsPlayer() and ( !self.Ent:Alive() or self.Ent == LocalPlayer() ) then
self.DieTime = 0
end
end
if self.DieTime < CurTime() or not IsValid( self.Ent ) then
if self.Emitter then
self.Emitter:Finish()
end
return false
end
local pos
for i=1, 3 do
pos = self.Ent:GetPos() + Vector(0,0,math.random(1,50)) + Vector(math.random(-10,10),math.random(-10,10),0)
local particle = self.Emitter:Add( "effects/muzzleflash" .. math.random(1,4), pos )
particle:SetVelocity( Vector(0,0,80) )
particle:SetDieTime( math.Rand( 0.2, 0.4 ) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random(5,15) )
particle:SetEndSize( 0 )
particle:SetRoll( math.random(-180,180) )
particle:SetColor( 255, 200, 200 )
particle:SetGravity( Vector( 0, 0, 500 ) )
end
if self.SmokeTime < CurTime() then
self.SmokeTime = CurTime() + 0.02
local particle = self.Emitter:Add( "particles/smokey", pos )
particle:SetVelocity( Vector(0,0,30) )
particle:SetDieTime( math.Rand( 1.0, 2.5 ) )
particle:SetStartAlpha( 50 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 5, 10 ) )
particle:SetEndSize( math.random( 25, 50 ) )
particle:SetRoll( 0 )
particle:SetColor( 50, 50, 50 )
particle:SetGravity( Vector( 0, 0, 30 ) )
end
return true
end
function EFFECT:Render()
end
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