```
if SERVER then
AddCSLuaFile("shared.lua")
end
ENT.Type = "anim"
ENT.Base = "ttt_pinkbasegrenade_proj"
ENT.Model = Model("models/weapons/w_eq_smokegrenade_thrown.mdl")
AccessorFunc( ENT, "radius", "Radius", FORCE_NUMBER )
function ENT:Initialize()
if not self:GetRadius() then self:SetRadius(20) end
return self.BaseClass.Initialize(self)
end
if CLIENT then
local smokeparticles = {
Model("particle/particle_smokegrenade"),
Model("particle/particle_noisesphere")
};
function ENT:CreateSmoke(center)
local em = ParticleEmitter(center)
local r = self:GetRadius()
for i=1, 20 do
local prpos = VectorRand() * r
prpos.z = prpos.z + 32
local p = em:Add(table.Random(smokeparticles), center + prpos)
if p then
local red = math.random(250, 255)
local green = math.random(250, 255)
local blue = math.random(250, 255)
p:SetColor(red, 0, blue)
p:SetStartAlpha(255)
p:SetEndAlpha(200)
p:SetVelocity(VectorRand() * math.Rand(900, 1300))
p:SetLifeTime(0)
p:SetDieTime(math.Rand(50, 70))
p:SetStartSize(math.random(140, 150))
p:SetEndSize(math.random(1, 40))
p:SetRoll(math.random(-180, 180))
p:SetRollDelta(math.Rand(-0.1, 0.1))
p:SetAirResistance(600)
p:SetCollide(true)
p:SetBounce(0.4)
p:SetLighting(false)
end
end
em:Finish()
end
end
function ENT:Explode(tr)
if SERVER then
self:SetNoDraw(true)
self:SetSolid(SOLID_NONE)
-- pull out of the surface
if tr.Fraction != 1.0 then
self:SetPos(tr.HitPos + tr.HitNormal * 0.6)
end
local pos = self:GetPos()
self:Remove()
else
local spos = self:GetPos()
local trs = util.TraceLine({start=spos + Vector(0,0,64), endpos=spos + Vector(0,0,-128), filter=self})
util.Decal("SmallScorch", trs.HitPos + trs.HitNormal, trs.HitPos - trs.HitNormal)
self:SetDetonateExact(0)
if tr.Fraction != 1.0 then
spos = tr.HitPos + tr.HitNormal * 0.6
end
-- Smoke particles can't get cleaned up when a round restarts, so prevent
-- them from existing post-round.
if GetRoundState() == ROUND_POST then return end
self:CreateSmoke(spos)
end
end
```