function EFFECT:Init( data ) self.Position = data:GetStart() self.WeaponEnt = data:GetEntity() self.Attachment = data:GetAttachment() self.StartPos = self:GetTracerShootPos(self.Position, self.WeaponEnt, self.Attachment) self.EndPos = data:GetOrigin() self.Life = 0 self:SetRenderBoundsWS( self.StartPos, self.EndPos ) end function EFFECT:Think( ) self.Life = self.Life + FrameTime() * 5 -- Effect should dissipate before the next one. return self.Life < 1 end local beammat = Material("trails/laser") local beam1mat = Material("trails/electric") local glowmat = Material("sprites/light_glow02_add") function EFFECT:Render() local texcoord = math.Rand(0, 1) local norm = (self.StartPos - self.EndPos) * self.Life local nlen = norm:Length() local alpha = 1 - self.Life render.SetMaterial(beammat) for i = 1, 5 do render.DrawBeam(self.StartPos, self.EndPos, 4, texcoord, texcoord + nlen / 128, Color(255, 160, 50, 255 * alpha)) end render.DrawBeam(self.StartPos, self.EndPos, 14, texcoord, texcoord + nlen / 128, Color(255, 160, 50, 170 * alpha)) render.SetMaterial(beam1mat) for i = 1, 3 do render.DrawBeam(self.StartPos + (VectorRand() * 6), self.EndPos + (VectorRand() * 6), 12, texcoord, texcoord + nlen / 128, Color(255, 160, 50, 170 * alpha)) end render.SetMaterial(glowmat) render.DrawSprite(self.StartPos, 30, 30, Color(245, 140, 70, 158 * alpha)) render.DrawSprite(self.EndPos, 30, 30, Color(245, 140, 70, 158 * alpha)) end