function EFFECT:Init( data ) self.Ent = data:GetEntity() if not self.Ent or self.Ent == NULL then return end self.Circle = Material( "pp/morph/brush_outline" ) self.Color = team.GetColor(self.Ent:Team())end/*--------------------------------------------------------- THINK Returning false makes the entity die---------------------------------------------------------*/function EFFECT:Think( ) if not self.Ent or self.Ent == NULL then return false end if not self.Ent:Alive() then return false end return trueend/*--------------------------------------------------------- Draw the effect---------------------------------------------------------*/function EFFECT:Render() if not self.Ent or self.Ent == NULL then return false end if not self.Ent:Alive() then return false end if self.Ent != LocalPlayer() then local trace = {} trace.start = self.Ent:GetPos() + Vector(0,0,50) trace.endpos = trace.start + Vector(0,0,-300) trace.filter = self.Ent local tr = util.TraceLine( trace ) self.Circle:SetMaterialInt( "$ignorez", 0 ) render.SetMaterial( self.Circle ) render.DrawQuadEasy( tr.HitPos , tr.HitNormal, 50, 50, self.Color ) render.DrawQuadEasy( tr.HitPos , tr.HitNormal, 48, 48, self.Color ) endend