 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  



function EFFECT:Think()	

	if ( IsValid( self.Owner ) ) then 		

	

		local pos = self.Owner:GetPos()

		self.Emitter:SetPos( pos )



		local particle = self.Emitter:Add( "particle/particle_smokegrenade1", pos + Vector( math.random(0,0),math.random(0,0),math.random(0,0) ) ) 

		

		if (particle) then

			particle:SetVelocity(Vector(math.random(-4,4),math.random(-4,4),math.random(0,1)))

			particle:SetLifeTime(0) 

			particle:SetDieTime(1) 

			particle:SetStartAlpha(50)

			particle:SetEndAlpha(0)

			particle:SetStartSize(3) 

			particle:SetEndSize(2.5)

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

			particle:SetAngleVelocity( Angle( 1,1,1 ) ) 

			particle:SetRoll(math.Rand( 0, 360 ))

			particle:SetColor( 255, 255, 255, 255)

			particle:SetGravity( Vector(0,0,-10) ) 

			particle:SetAirResistance(0 )  

			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