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function EFFECT:Init( data )
local scale = data:GetScale()
if scale < 2 then
self.Entity:SetModel( table.Random( GAMEMODE.SmallGibs ) )
else
self.Entity:SetModel( table.Random( GAMEMODE.BigGibs ) )
end
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMaterial( "models/flesh" )
self.Entity:SetCollisionGroup( COLLISION_GROUP_DEBRIS )
self.Entity:SetCollisionBounds( Vector( -128 -128, -128 ), Vector( 128, 128, 128 ) )
self.Entity:SetAngles( Angle( math.Rand(0,360), math.Rand(0,360), math.Rand(0,360) ) )
local phys = self.Entity:GetPhysicsObject()
if IsValid( phys ) then
local vec = VectorRand()
vec.z = math.Clamp( vec.z, -0.4, 0.8 )
phys:Wake()
phys:SetMass( 100 )
phys:AddAngleVelocity( VectorRand() * 500 )
phys:SetMaterial( "gmod_silent" )
if scale < 2 then
phys:SetVelocity( vec * math.Rand( 100, 200 ) )
else
phys:SetVelocity( vec * math.Rand( 300, 600 ) )
end
end
self.LifeTime = CurTime() + 15
end
function EFFECT:Think( )
return self.LifeTime > CurTime()
end
function EFFECT:Render()
self.Entity:DrawModel()
end
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