

local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetNormal( angle:Forward() * 2 )
		effectdata:SetMagnitude( 1 )
		effectdata:SetScale( 1 )
		effectdata:SetRadius( 2 )
	util.Effect( "Sparks", effectdata )

end

ENT:AddEffect( "small_sparks", FX, "Sparks (Small)" )





local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetNormal( angle:Forward() * 2 )
		effectdata:SetMagnitude( 2 )
		effectdata:SetScale( 1 )
		effectdata:SetRadius( 6 )
	util.Effect( "Sparks", effectdata )

end

ENT:AddEffect( "sparks", FX, "Sparks" )




local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos + angle:Forward() * 5 )
		effectdata:SetAngle( angle )
		effectdata:SetScale( 1 )
	util.Effect( "MuzzleEffect", effectdata )

end

ENT:AddEffect( "muzzle", FX, "Muzzleflash" )





local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos + angle:Forward() * 5 )
		effectdata:SetAngle( angle )
		effectdata:SetScale( 2 )
	util.Effect( "MuzzleEffect", effectdata )

end

ENT:AddEffect( "muzzlebig", FX, "Muzzleflash (Big)" )





local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
	util.Effect( "BloodImpact", effectdata )

end

ENT:AddEffect( "bloodimpact", FX, "Blood Impact" )




local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
		effectdata:SetNormal( angle:Forward() * 2 )
		effectdata:SetMagnitude( 1 )
		effectdata:SetScale( 1 )
		effectdata:SetRadius( 1 )
	util.Effect( "StriderBlood", effectdata )

end

ENT:AddEffect( "striderblood", FX, "Strider Blood" )






local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
	util.Effect( "ShotgunShellEject", effectdata )

end

ENT:AddEffect( "shotgun shell", FX, "Shotgun Shell" )






local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
	util.Effect( "RifleShellEject", effectdata )

end

ENT:AddEffect( "rifle shell", FX, "Rifle Shell" )





local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
	util.Effect( "ShellEject", effectdata )

end

ENT:AddEffect( "pistol shell", FX, "Pistol Shell" )





local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
	util.Effect( "MetalSpark", effectdata )

end

ENT:AddEffect( "metalsparks", FX, "Metal Sparks" )




local function FX( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos )
		effectdata:SetAngle( angle )
	util.Effect( "GlassImpact", effectdata )

end

ENT:AddEffect( "glassimpact", FX, "Glass Impact" )



/*

 // This one needs a re-think..

local function Impact( pos, angle )

	local effectdata = EffectData()
		effectdata:SetOrigin( pos + angle:Forward() * 128 )
		effectdata:SetStart( pos )
	util.Effect( "Impact", effectdata )

end

ENT:AddEffect( "impact", Impact )
*/
