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) end local emitter = ParticleEmitter(pos) for i=1, 12 do local particle = emitter:Add("!sprite_bloodspray"..math.random(8), pos) 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) 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) util.Blood(pos, math.random(16, 22), Vector(0,0,1), 300) end function EFFECT:Think() return false end function EFFECT:Render() end