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.Alpha = 255 self.Life = 0 self:SetRenderBoundsWS( self.StartPos, self.EndPos ) end function EFFECT:Think( ) self.Life = self.Life + FrameTime() * 6 self.Alpha = 255 * ( 1 - self.Life ) return ( self.Life < 1 ) end local beam1mat = Material("trails/electric") local glowmat = Material("sprites/light_glow02_add") function EFFECT:Render() if ( self.Alpha < 1 ) then return end local texcoord = math.Rand( 0, 1 ) local norm = (self.StartPos - self.EndPos) * self.Life self.Length = norm:Length() render.SetMaterial( beam1mat ) for i = 1, 2 do render.DrawBeam(self.StartPos + (VectorRand() * 2), self.EndPos + (VectorRand() * 3), 4, texcoord, texcoord + self.Length / 128, Color( 50, 255, 135, self.Alpha )) end render.SetMaterial(glowmat) render.DrawSprite(self.StartPos, 20, 20, Color(50, 245, 235, self.Alpha)) render.DrawSprite(self.EndPos, 15, 15, Color(50, 245, 235, self.Alpha)) end