AddCSLuaFile() local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetNormal( angle:Forward() * 2 ) effectdata:SetMagnitude( 1 ) effectdata:SetScale( 1 ) effectdata:SetRadius( 2 ) util.Effect( "Sparks", effectdata ) end AddFXEmitterEffect( "small_sparks", FX, "Sparks (Small)" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetNormal( angle:Forward() * 2 ) effectdata:SetMagnitude( 2 ) effectdata:SetScale( 1 ) effectdata:SetRadius( 6 ) util.Effect( "Sparks", effectdata ) end AddFXEmitterEffect( "sparks", FX, "Sparks" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos + angle:Forward() * 5 ) effectdata:SetAngles( angle ) effectdata:SetScale( 1 ) util.Effect( "MuzzleEffect", effectdata ) end AddFXEmitterEffect( "muzzle", FX, "Muzzleflash" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos + angle:Forward() * 5 ) effectdata:SetAngles( angle ) effectdata:SetScale( 2 ) util.Effect( "MuzzleEffect", effectdata ) end AddFXEmitterEffect( "muzzlebig", FX, "Muzzleflash (Big)" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) util.Effect( "BloodImpact", effectdata ) end AddFXEmitterEffect( "bloodimpact", FX, "Blood Impact" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) effectdata:SetNormal( angle:Forward() * 2 ) effectdata:SetMagnitude( 1 ) effectdata:SetScale( 1 ) effectdata:SetRadius( 1 ) util.Effect( "StriderBlood", effectdata ) end AddFXEmitterEffect( "striderblood", FX, "Strider Blood" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) util.Effect( "ShotgunShellEject", effectdata ) end AddFXEmitterEffect( "shotgun shell", FX, "Shotgun Shell" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) util.Effect( "RifleShellEject", effectdata ) end AddFXEmitterEffect( "rifle shell", FX, "Rifle Shell" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) util.Effect( "ShellEject", effectdata ) end AddFXEmitterEffect( "pistol shell", FX, "Pistol Shell" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) effectdata:SetNormal( angle:Forward() ) util.Effect( "MetalSpark", effectdata ) end AddFXEmitterEffect( "metalsparks", FX, "Metal Sparks" ) local function FX( pos, angle ) local effectdata = EffectData() effectdata:SetOrigin( pos ) effectdata:SetAngles( angle ) util.Effect( "GlassImpact", effectdata ) end AddFXEmitterEffect( "glassimpact", FX, "Glass Impact" )