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function EFFECT:Init( data )
self.DieTime = CurTime() + 5
self.PartTime = 0
self.Ent = data:GetEntity()
if not IsValid( self.Ent ) then self.DieTime = 0 return end
self.Emitter = ParticleEmitter( self.Ent:GetPos() )
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
if self.PartTime < CurTime() then
self.PartTime = CurTime() + math.Rand( 0.2, 0.4 )
local pos = self.Ent:GetPos() + Vector(0,0,math.random(1,40)) + Vector(math.random(-10,10),math.random(-10,10),0)
local particle = self.Emitter:Add( "effects/yellowflare", pos )
particle:SetVelocity( VectorRand() * 5 )
particle:SetDieTime( math.Rand( 2.0, 4.0 ) )
particle:SetStartAlpha( 255 )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.random( 1, 3 ) )
particle:SetEndSize( 0 )
particle:SetRoll( math.random( -180, 180 ) )
particle:SetColor( 100, 200, 0 )
particle:SetGravity( Vector( 0, 0, -500 ) )
particle:SetCollide( true )
particle:SetBounce( math.Rand( 0, 0.2 ) )
end
return true
end
function EFFECT:Render()
end
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