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function EFFECT:Init( data )
self.Pos = data:GetOrigin()
self.Magnitude = data:GetMagnitude() or 1
self.Emitter = ParticleEmitter( self.Pos )
self.DieTime = CurTime() + 15
self.Interval = 0
end
function EFFECT:Think( )
if self.Interval < CurTime() then
self.Interval = CurTime() + 0.2
local particle = self.Emitter:Add( "particles/smokey", self.Pos + VectorRand() * 10 )
particle:SetVelocity( Vector( math.Rand(-3,3), math.Rand(-3,3), math.Rand(20,40) ) + WindVector )
particle:SetDieTime( math.Rand( 10, 15 ) + self.Magnitude )
particle:SetStartAlpha( math.random( 25, 50 ) )
particle:SetEndAlpha( 0 )
particle:SetStartSize( math.Rand( 5, 25 ) * self.Magnitude )
particle:SetEndSize( math.Rand( 50, 200 ) * self.Magnitude )
particle:SetRoll( math.Rand( -360, 360 ) )
particle:SetRollDelta( math.Rand( -0.1, 0.1 ) )
local rand = math.random(10,50)
particle:SetColor( rand, rand, rand )
end
if self.DieTime > CurTime() then
return true
else
self.Emitter:Finish()
return false
end
end
function EFFECT:Render()
end
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