EFFECT.Offset = Vector(-8,0,0) local GlowMat = Material( "effects/select_ring" ) function EFFECT:Init( data ) self.Entity = data:GetEntity() if IsValid( self.Entity ) then self.OldPos = self.Entity:LocalToWorld( self.Offset ) self.Emitter = ParticleEmitter( self.Entity:LocalToWorld( self.OldPos ), false ) end end function EFFECT:doFX( pos ) if not IsValid( self.Entity ) then return end if IsValid( self.Emitter ) then local emitter = self.Emitter local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), pos ) if particle then particle:SetVelocity( -self.Entity:GetForward() * math.Rand(250,800) + self.Entity:GetVelocity()) particle:SetDieTime( 1 ) particle:SetAirResistance( 0 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 8 ) particle:SetEndSize( 1 ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 0,0,255 ) particle:SetGravity( Vector( 0, 0, 600 ) ) particle:SetCollide( false ) end local particle = emitter:Add( "effects/lvs_base/flamelet"..math.random(1,5), self.Entity:GetPos() ) if particle then particle:SetVelocity( -self.Entity:GetForward() * 200 + VectorRand() * 50 ) particle:SetDieTime( 1 ) particle:SetAirResistance( 600 ) particle:SetStartAlpha( 255 ) particle:SetStartSize( 6 ) particle:SetEndSize( 2 ) particle:SetRoll( math.Rand(-1,1) ) particle:SetColor( 0,0,255 ) particle:SetGravity( Vector( 0, 0, 600 ) ) particle:SetCollide( false ) end end end function EFFECT:Think() if IsValid( self.Entity ) then self.nextDFX = self.nextDFX or 0 if self.nextDFX < CurTime() then self.nextDFX = CurTime() + 0.02 local oldpos = self.OldPos local newpos = self.Entity:LocalToWorld( self.Offset ) self:SetPos( newpos ) local Sub = (newpos - oldpos) local Dir = Sub:GetNormalized() local Len = Sub:Length() self.OldPos = newpos for i = 0, Len, 45 do local pos = oldpos + Dir * i self:doFX( pos ) end end return true end if IsValid( self.Emitter ) then self.Emitter:Finish() end return false end function EFFECT:Render() local ent = self.Entity local pos = ent:LocalToWorld( self.Offset ) render.SetMaterial( GlowMat ) render.DrawSprite( pos, 100, 100, Color( 0, 127, 255, 50 ) ) end