local Materials = { "particle/smokesprites_0001", "particle/smokesprites_0002", "particle/smokesprites_0003", "particle/smokesprites_0004", "particle/smokesprites_0005", "particle/smokesprites_0006", "particle/smokesprites_0007", "particle/smokesprites_0008", "particle/smokesprites_0009", "particle/smokesprites_0010", "particle/smokesprites_0011", "particle/smokesprites_0012", "particle/smokesprites_0013", "particle/smokesprites_0014", "particle/smokesprites_0015", "particle/smokesprites_0016" } function EFFECT:Init( data ) local Entity = data:GetEntity() local Mul = data:GetMagnitude() local Pos = data:GetOrigin() local Dir = data:GetNormal() local WheelSize = data:GetRadius() local Color = data:GetStart() local Ran = Vector( math.Rand( -WheelSize, WheelSize ), math.Rand( -WheelSize, WheelSize ),math.Rand( -WheelSize, WheelSize ) ) * 0.3 local OffsetPos = Pos + Ran + Vector(0,0,WheelSize * 0.2) if IsValid( Entity ) then local Vel = Entity:GetVelocity() / 3 local OffsetPos = OffsetPos + Ran * 0.4 + Vector(0,0,-WheelSize * 0.8) local emitter = ParticleEmitter(OffsetPos, false ) local particle = emitter:Add( Materials[math.Round(math.Rand(1, table.Count(Materials) ),0)], OffsetPos ) local Mul = 0.3 + Mul * 0.05 local Color = render.ComputeLighting( Pos, Vector( 0, 0, 1 ) ) Color.x = 55 + ( math.Clamp( Color.x, 0, 1 ) ) * 200 Color.y = 55 + ( math.Clamp( Color.y, 0, 1 ) ) * 200 Color.z = 55 + ( math.Clamp( Color.z, 0, 1 ) ) * 200 if particle then particle:SetGravity( Vector(0,0,12) + Ran * 0.2 ) particle:SetVelocity( Dir * 10 * (3 - Mul) + Vector(0,0,15) + Ran * Mul + Vel ) particle:SetDieTime( 0.5 ) particle:SetStartAlpha( 20 ) particle:SetStartSize( WheelSize * 0.7 * Mul ) particle:SetEndSize( math.Rand( 80, 160 ) * Mul ^ 2 ) particle:SetRoll( math.Rand( -1, 1 ) ) particle:SetColor( Color.x,Color.y,Color.z ) particle:SetCollide( false ) end emitter:Finish() else local OffsetPos2 = OffsetPos + Ran * 0.4 + Vector(0,0,-WheelSize) local emitter1 = ParticleEmitter(OffsetPos, false ) local emitter2 = ParticleEmitter(OffsetPos2, false ) local particle1 = emitter1:Add( Materials[math.Round(math.Rand(1, table.Count(Materials) ),0)], OffsetPos ) local particle2 = emitter2:Add( Materials[math.Round(math.Rand(1, table.Count(Materials) ),0)], OffsetPos2 ) if particle1 then particle1:SetVelocity( Vector(0,0,-50) ) particle1:SetDieTime( 1 ) particle1:SetStartAlpha( 255 * Mul ^ 2 ) particle1:SetStartSize( 16 * Mul ) particle1:SetEndSize( 32 * Mul ) particle1:SetRoll( math.Rand( -1, 1 ) ) particle1:SetColor( Color.x * 0.9,Color.y * 0.9,Color.z * 0.9 ) particle1:SetCollide( true ) end if particle2 then particle2:SetGravity( Vector(0,0,12) + Ran * 0.2 ) particle2:SetVelocity( Dir * 30 * (3 - Mul) + Vector(0,0,15) + Ran * Mul ) particle2:SetDieTime( math.Rand( 1, 2 ) * Mul ) particle2:SetStartAlpha( 100 * Mul ) particle2:SetStartSize( WheelSize * 0.7 * Mul ) particle2:SetEndSize( math.Rand( 80, 160 ) * Mul ^ 2 ) particle2:SetRoll( math.Rand( -1, 1 ) ) particle2:SetColor( Color.x,Color.y,Color.z ) particle2:SetCollide( false ) end emitter1:Finish() emitter2:Finish() end end function EFFECT:Think() return false end function EFFECT:Render() end