Two things.

1. Some basic refraction code for you to play with. This should be able to
produce a heat wave over a large area with some tuning. May take some work
to get it real looking.
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"Refract"
{
        "$model" 1
        "$refractamount" ".05"
//      "$bluramount" "1"
        "$REFRACTTINT" "{254 220 0}"
        "$scale" "[1 1]"
        "$dudvmap" "models/props_lab/xencrystal_dudv"
        "$normalmap" "models/props_lab/xencrystal_normal"
        "$surfaceprop" "water"
        "$bumpframe" "0"
//      "$nocull" 1
        "$envmap" "env_cubemap"
        "$envmapcontrast" "1"
        "$envmapsaturation" "[1 1 1]"
        "$envmaptint" "[1 1 .1]"

        "$refracttinttexture" "models/shadertest/shieldtint0"
        "Proxies"
        {
                "AnimatedTexture"
                {
                        "animatedtexturevar" "$REFRACTTINTTEXTURE"
                        "animatedtextureframenumvar" "$REFRACTTINTTEXTUREFRAME"
                        "animatedtextureframerate" 17.00
                }
        }
}
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And Number two,

A correction. [func_smokevolume] is not directional by default, I got it
confused with another entity.

Hope this helps,
TheMegolith

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