EFFECT.DieTime = 0



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.DieTime = CurTime() + 0.1



	sound.Play("weapons/fx/rics/ric"..math.random(5)..".wav", self.StartPos, 73, math.random(100, 110))

end



function EFFECT:Think()

	return CurTime() < self.DieTime

end



local matBeam = Material("effects/spark")

function EFFECT:Render()

	local fDelta = (self.DieTime - CurTime()) / 0.1

	fDelta = math.Clamp(fDelta, 0, 1)

	local sinWave = math.sin(fDelta * math.pi)



	render.SetMaterial(matBeam)

	render.DrawBeam(self.EndPos - self.Dir * (fDelta - sinWave * 0.3), self.EndPos - self.Dir * (fDelta + sinWave * 0.3), 2 + sinWave * 8, 1, 0, color_white)

end

