rendered paste bodyfunction onPrimaryAttack() local vecpos = _PlayerGetShootPos(Owner) local plyang = _PlayerGetShootAng(Owner) _TraceLine(_PlayerGetShootPos(Owner), _PlayerGetShootAng(Owner), 9999, Owner) local iExplosion = _EntCreate("env_explosion") local hitpos = _TraceEndPos() _EntSetPos(iExplosion, hitpos) _EntSetKeyValue(iExplosion, "iMagnitude", 250) _EntSetOwner(iExplosion, Owner) _EntSpawn(iExplosion) _EntFire(iExplosion, "Explode", 1 , 0) _SWEPUseAmmo(MyIndex, 0, 1) local laspos = vecAdd (hitpos, vector3(0,0,-100000)) if (_TraceHit() == false) then hitpos = vecAdd( vecpos, vecMul( plyang, vector3(800,800,800) ) ) end vecpos = vecAdd( vecpos, vector3( 0, 0, 1000000 ) ) _EffectInit() _EffectSetEnt( Owner ) _EffectSetOrigin( laspos ) _EffectSetStart( vecpos ) _EffectSetScale( 2000 ) _EffectSetMagnitude( 6) _EffectDispatch( "FadingLineTeam" ) _EffectSetMagnitude( 8) _EffectSetScale( 2000 ) _EffectDispatch( "FadingLineTeam" )end