EFFECT.DieTime = 0 function EFFECT:Init(data) self.StartPos = data:GetStart() self.EndPos = data:GetOrigin() self.Dir = self.EndPos - self.StartPos self.Entity:SetRenderBoundsWS(self.StartPos, self.EndPos) self.DieTime = CurTime() + 0.5 sound.Play("weapons/fx/rics/ric"..math.random(5)..".wav", self.StartPos, 73, math.random(140, 150)) end function EFFECT:Think() return CurTime() < self.DieTime end local beammat = Material("trails/laser") function EFFECT:Render() local texcoord = math.Rand(0, 1) local alpha = self.DieTime - CurTime() local norm = (self.StartPos - self.EndPos) * alpha local nlen = norm:Length() render.SetMaterial(beammat) for i = 1, 5 do render.DrawBeam(self.StartPos, self.EndPos, 4, texcoord, texcoord + nlen / 128, Color(115, 210, 50, 255 * alpha)) end render.DrawBeam(self.StartPos, self.EndPos, 14, texcoord, texcoord + nlen / 128, Color(115, 210, 50, 170 * alpha)) end