 include('shared.lua')     
 //[[---------------------------------------------------------     
 //Name: Draw     Purpose: Draw the model in-game.     
 //Remember, the things you render first will be underneath!  
 //-------------------------------------------------------]]  
 function ENT:Draw()      
 // self.BaseClass.Draw(self)  
 -- We want to override rendering, so don't call baseclass.                                   
 // Use this when you need to add to the rendering.        
 self.Entity:DrawModel()       // Draw the model.   
 end
 
   function ENT:Initialize()
	pos = self:GetPos()
	self.emitter = ParticleEmitter( pos )
 end
 
 function ENT:Think()
	
	pos = self:GetPos()
		for i=0, (8) do
			local particle = self.emitter:Add( "sprites/redglow1", pos + (self:GetUp() * -10 * i))
			if (particle) then
				particle:SetVelocity((self:GetUp() * -10) )
				particle:SetLifeTime( 0 )
				particle:SetDieTime( 0.2 )
				particle:SetStartAlpha( math.Rand( 200, 255 ) )
				particle:SetEndAlpha( 0 )
				particle:SetStartSize( 120 - 12 * i )
				particle:SetEndSize( 0 )
				particle:SetRoll( math.Rand(0, 360) )
				particle:SetRollDelta( math.Rand(-10, 10) )
				particle:SetColor( 255 , 255 , 255 ) 
			end
		end
end
