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