zombiesurvival-evolved/gamemodes/zombiesurvival/entities/effects/explosion_fat.lua

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function EFFECT:Init(data)
local pos = data:GetOrigin()
local norm = data:GetNormal()
sound.Play("physics/body/body_medium_break"..math.random(2, 4)..".wav", pos, 77, math.Rand(90, 110))
for i=0, math.random(2, 3) do
timer.Simple(i * math.Rand(0.1, 0.3), function() sound.Play("physics/flesh/flesh_squishy_impact_hard"..math.random(4)..".wav", pos, 77, math.Rand(90, 110)) end)
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end
local emitter = ParticleEmitter(pos)
for i=1, 12 do
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
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particle:SetVelocity(norm * 32 + VectorRand() * 16)
particle:SetDieTime(math.Rand(1.5, 2.5))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(13, 14))
particle:SetEndSize(math.Rand(10, 12))
particle:SetRoll(180)
particle:SetDieTime(3)
particle:SetColor(255, 255, 0)
particle:SetLighting(true)
end
local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos)
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particle:SetVelocity(norm * 32)
particle:SetDieTime(math.Rand(2.25, 3))
particle:SetStartAlpha(200)
particle:SetEndAlpha(0)
particle:SetStartSize(math.Rand(28, 32))
particle:SetEndSize(math.Rand(14, 28))
particle:SetRoll(180)
particle:SetColor(255, 255, 0)
particle:SetLighting(true)
emitter:Finish() emitter = nil collectgarbage("step", 64)
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util.Blood(pos, math.random(16, 22), Vector(0,0,1), 300)
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end