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function EFFECT:Init( data )
local pos = data:GetOrigin() + Vector(0,0,40)
local emitter = ParticleEmitter( pos )
for i=1, math.random(4,8) 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( 5, 10 ) )
particle:SetEndSize( math.random( 20, 40 ) )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetColor( 100, 200, 0 )
particle:SetGravity( Vector( 0, 0, -300 ) )
end
for i=1, 20 do
local vec = VectorRand()
vec.z = math.Rand( -0.2, 1.0 )
local particle = emitter:Add( "effects/yellowflare", pos )
particle:SetVelocity( vec * 300 )
particle:SetDieTime( math.Rand( 2.5, 3.5 ) )
particle:SetStartAlpha( 200 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 2, 4 ) )
particle:SetEndSize( 0 )
particle:SetRoll( math.random( -360, 360 ) )
particle:SetColor( 100, 200, 0 )
particle:SetGravity( Vector( 0, 0, -300 ) )
particle:SetCollide( true )
particle:SetBounce( math.Rand( 0.1, 0.5 ) )
end
emitter:Finish()
end
function EFFECT:Think( )
return false
end
function EFFECT:Render()
end
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