 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 = 0.02

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/energysplash" , pos + Vector( math.random(-3,3),math.random(-3,3),math.random(-5,0) ) ) 

			self.nextParticle = CurTime() + particleDelay

		end

		

		

		if (particle) then

			particle:SetVelocity( Vector(0, 0, -80 ))

			particle:SetLifeTime(0) 

			particle:SetDieTime(0.5) 

			particle:SetStartAlpha(255)

			particle:SetEndAlpha(0)

			particle:SetStartSize(3) 

			particle:SetRoll( 0 )

			particle:SetEndSize(2)

			particle:SetAngles( Angle(0,0,0) )

			particle:SetAngleVelocity( Angle( 0,0,0 ) ) 

			

			local val = math.random( 200, 255 )

			particle:SetColor( 160, 82, 45, 255)

			//particle:SetGravity( Vector(0,0,-200) ) 

			particle:SetAirResistance(-1)  

			particle:VelocityDecay( false )

			particle:SetCollide(false)

			particle:SetBounce(0)

		end

	

		return true

	end

	

	if ( self.Emitter ) then 

		self.Emitter:Finish()

	end

	

	return false

end



function EFFECT:Render()

end