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EFFECT.Mat = Material( "effects/spark" )
/*---------------------------------------------------------
EFFECT:Init(data)
---------------------------------------------------------*/
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.TracerTime = 0.4
// Die when it reaches its target
self.DieTime = CurTime() + self.TracerTime
end
/*---------------------------------------------------------
THINK
---------------------------------------------------------*/
function EFFECT:Think()
if (CurTime() > self.DieTime) then return false end
return true
end
/*---------------------------------------------------------
Draw the effect
---------------------------------------------------------*/
function EFFECT:Render()
local fDelta = (self.DieTime - CurTime()) / self.TracerTime
fDelta = math.Clamp(fDelta, 0, 1)
render.SetMaterial(self.Mat)
local sinWave = math.sin(fDelta * math.pi)
local color = Color(255, 255, 255, 255 * fDelta)
render.DrawBeam(self.StartPos, self.EndPos, 8 * fDelta, 1, 0, color)
end
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