

/*---------------------------------------------------------
   Initializes the effect. The data is a table of data 
   which was passed from the server.
---------------------------------------------------------*/
function EFFECT:Init( data )
	
	// Keep the start and end pos - we're going to interpolate between them
	local NumParticles = 0
	local Pos = data:GetOrigin() + Vector(0,0,32)
	
	WorldSound( "weapons/slam/mine_mode.wav", Pos, 140 )

	local emitter = ParticleEmitter( Pos )
	
		for i= 0, 32 do
		
			local particle = emitter:Add( "sprites/gmdm_pickups/light", Pos + VectorRand()*16 )
				particle:SetVelocity( (VectorRand()) * mathx.Rand( 50, 300 ) )
				particle:SetDieTime( mathx.Rand( 0.5, 1 ) )
				particle:SetStartAlpha( 250 )
				particle:SetEndAlpha( 250 )
				particle:SetStartSize( 32 )
				particle:SetEndSize( 0 )
				particle:SetRoll( mathx.Rand( 0, 360 ) )
				particle:SetRollDelta( mathx.Rand( -5.5, 5.5 ) )
				particle:SetColor( 255, 255, 255 )
				
		end
				
	emitter:Finish()
	
end


/*---------------------------------------------------------
   THINK
   Returning false makes the entity die
---------------------------------------------------------*/
function EFFECT:Think( )
	return false
end


/*---------------------------------------------------------
   Draw the effect
---------------------------------------------------------*/
function EFFECT:Render()	
end



