

local backup_mdl = Model("models/player/phoenix.mdl")



function EFFECT:Init(data)

   self.Corpse = data:GetEntity()



   self:SetPos(data:GetOrigin())



   local ang = data:GetAngles()

   -- pitch is done via aim_pitch, and roll shouldn't happen

   ang.r = 0

   ang.p = 0

   self:SetAngles(ang)



   self:SetRenderBounds(Vector(-18, -18, 0), Vector(18, 18, 64))



   self.Sequence = data:GetColor()

   self.Cycle    = data:GetScale()

   self.Duration = data:GetRadius() or 0

   self.EndTime  = CurTime() + self.Duration



   self.FadeTime = 2



   self.FadeIn   = CurTime() + self.FadeTime

   self.FadeOut  = self.EndTime - self.FadeTime



   self.Alpha = 0



   if IsValid(self.Corpse) then

      local mdl = self.Corpse:GetModel()

      mdl = util.IsValidModel(mdl) and mdl or backup_mdl



      self.Dummy = ClientsideModel(mdl, RENDERGROUP_TRANSLUCENT)

      if not self.Dummy then return end

      self.Dummy:SetPos(data:GetOrigin())

      self.Dummy:SetAngles(ang)

      self.Dummy:AddEffects(EF_NODRAW)



      self.Dummy:SetSequence(self.Sequence)

      self.Dummy:SetCycle(self.Cycle)



      local pose = data:GetStart()

      self.Dummy:SetPoseParameter("aim_yaw", pose.x)

      self.Dummy:SetPoseParameter("aim_pitch", pose.y)

      self.Dummy:SetPoseParameter("move_yaw", pose.z)

   else

      self.Dummy = nil

   end

end



function EFFECT:Think()

   if self.EndTime < CurTime() then

      SafeRemoveEntity(self.Dummy)

      return false

   end



   if self.FadeIn > CurTime() then

      self.Alpha = 1 - ((self.FadeIn - CurTime()) / self.FadeTime)

   elseif self.FadeOut < CurTime() then

      self.Alpha = 1 - ((CurTime() - self.FadeOut) / self.FadeTime)

   end



   return IsValid(self.Dummy)

end



function EFFECT:Render()

   render.SuppressEngineLighting( true )

   render.SetColorModulation(0.4, 0.4, 1)

   render.SetBlend(0.8 * self.Alpha)



   if self.Dummy then

      --self.Dummy:ClearPoseParameters()

      self.Dummy:DrawModel()

   end



   render.SetBlend(1)

   render.SetColorModulation(1, 1, 1)

   render.SuppressEngineLighting(false)

end



