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() * 10 -- Effect should dissipate before the next one. self.StartPos = self:GetTracerShootPos( self.Position, self.WeaponEnt, self.Attachment ) return (self.Life < 1) end local beammat = Material("trails/laser") 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 inv = 1 - self.Life render.SetMaterial(beammat) for i = 0, 5 do render.DrawBeam(self.StartPos, self.EndPos, (12 + i * 1) * inv, texcoord, texcoord + nlen / 128, Color(110, 185, 230, 180 * inv)) end render.SetMaterial(glowmat) render.DrawSprite(self.StartPos, 15 * inv, 15 * inv, Color(100, 185, 232)) render.DrawSprite(self.EndPos, 40 * inv, 40 * inv, Color(100, 185, 232)) end