 function EFFECT:Init( data ) 	
	
	local ent = data:GetEntity()
	if ( not IsValid( ent ) ) then return end
	
	self.Owner = ent
	self.Emitter = ParticleEmitter( self.Owner:GetPos() )
	
end  

local particleDelay = 0.05
function EFFECT:Think()	
	if ( IsValid( self.Owner ) ) then 		
		
		local pos = self.Owner:GetPos()
		self.Emitter:SetPos( pos )
		
		local particle
		if ( not self.nextParticle ) or ( self.nextParticle < CurTime() ) then
			particle = self.Emitter:Add( "Effects/blood_core" , pos + Vector( math.random(-3,3),math.random(-3,3),math.random(4,6) ) ) 
			self.nextParticle = CurTime() + particleDelay
		end
		
		if (particle) then
			particle:SetVelocity( Vector(0, 0, -70 ))
			particle:SetLifeTime(0) 
			particle:SetDieTime(0.6) 
			particle:SetStartAlpha(255)
			particle:SetEndAlpha(0)
			particle:SetStartSize(4) 
			particle:SetRoll( 10 )
			particle:SetEndSize(2)
			particle:SetAngles( Angle(0,0,0) )
			particle:SetAngleVelocity( Angle( 0,0,0 ) ) 
			
			local val = math.random( 150, 200 )
			particle:SetColor( val,20,0, 255)
			particle:SetAirResistance(-1)  
			particle:VelocityDecay( false )
			particle:SetCollide(false)
			particle:SetBounce(0)
		end
	
		return true
	end
	
	// Added self.Emitter:Finish() back.
	if ( self.Emitter ) then self.Emitter:Finish() end
	
	return false
end

function EFFECT:Render()
end