function EFFECT:Init(data)

	local pos = data:GetOrigin()

	local norm = data:GetNormal()



	sound.Play("physics/body/body_medium_break"..math.random(2, 4)..".wav", pos, 77, math.Rand(90, 110))

	for i=0, math.random(2, 3) do

		timer.SimpleEx(i * math.Rand(0.1, 0.3), sound.Play, "physics/flesh/flesh_squishy_impact_hard"..math.random(4)..".wav", pos, 77, math.Rand(90, 110))

	end



	local emitter = ParticleEmitter(pos)



	for i=1, 12 do

		local particle = emitter:Add("noxctf/sprite_bloodspray"..math.random(8), pos)

		particle:SetVelocity(norm * 32 + VectorRand() * 16)

		particle:SetDieTime(math.Rand(1.5, 2.5))

		particle:SetStartAlpha(200)

		particle:SetEndAlpha(0)

		particle:SetStartSize(math.Rand(13, 14))

		particle:SetEndSize(math.Rand(10, 12))

		particle:SetRoll(180)

		particle:SetDieTime(3)

		particle:SetColor(255, 255, 0)

		particle:SetLighting(true)

	end



	local particle = emitter:Add("noxctf/sprite_bloodspray"..math.random(8), pos)

	particle:SetVelocity(norm * 32)

	particle:SetDieTime(math.Rand(2.25, 3))

	particle:SetStartAlpha(200)

	particle:SetEndAlpha(0)

	particle:SetStartSize(math.Rand(28, 32))

	particle:SetEndSize(math.Rand(14, 28))

	particle:SetRoll(180)

	particle:SetColor(255, 255, 0)

	particle:SetLighting(true)



	emitter:Finish()



	util.Blood(pos, math.random(16, 22), Vector(0,0,1), 300)

end



function EFFECT:Think()

	return false

end



function EFFECT:Render()

end

