local PLUGIN = PLUGIN

EFFECT.StartPos = Vector(0, 0, 0)
EFFECT.EndPos = Vector(0, 0, 0)
EFFECT.StartTime = 0
EFFECT.LifeTime = 0.15
EFFECT.LifeTime2 = 0.15
EFFECT.DieTime = 0
EFFECT.Color = Color(255, 255, 255)
EFFECT.Speed = 5000

local head = Material("particle/fire")
local tracer = Material("tacrp/tracer")

function EFFECT:Init(data)
	local hit = data:GetOrigin()
	local wep = data:GetEntity()

	if not IsValid(wep) then return end
	local tacrp = wep.ArcticTacRP and wep.GetValue

	local start = data:GetStart()
	if wep:GetOwner() == LocalPlayer() and tacrp and wep:GetValue("ScopeHideWeapon") and wep:IsInScope() then
		start = EyePos()
			+ EyeAngles():Right() * wep.PassivePos.x
			+ EyeAngles():Forward() * wep.PassivePos.y
			+ EyeAngles():Up() * wep.PassivePos.z
	elseif wep.GetTracerOrigin then
		start = wep:GetTracerOrigin()
	end

	if not start then
		start = wep:GetPos() -- ???
	end

	local diff = hit - start
	local dist = diff:Length()

	if not tacrp then
		self.Speed = 15000
	elseif PLUGIN.ConVars["physbullet"]:GetBool() then
		self.Speed = math.max(wep:GetValue("MuzzleVelocity") or data:GetScale(), 5000)
	else
		self.Speed = math.max(wep:GetValue("MuzzleVelocity") or data:GetScale(), dist / 0.4)
	end

	self.LifeTime = dist / self.Speed
	self.StartTime = UnPredictedCurTime()
	self.DieTime = UnPredictedCurTime() + math.max(self.LifeTime, self.LifeTime2)

	self.StartPos = start
	self.EndPos = hit
	self.Dir = diff:GetNormalized()
end

function EFFECT:Think()
	return self.DieTime > UnPredictedCurTime()
end

function EFFECT:Render()
	if not self.Dir then return end

	local d = (UnPredictedCurTime() - self.StartTime) / self.LifeTime
	local startpos = self.StartPos + (d * 0.2 * (self.EndPos - self.StartPos))
	local endpos = self.StartPos + (d * (self.EndPos - self.StartPos))

	--[[]
    local col = LerpColor(d, self.Color, Color(0, 0, 0, 0))
    local col2 = LerpColor(d2, Color(255, 255, 255, 255), Color(0, 0, 0, 0))

    render.SetMaterial(head)
    render.DrawSprite(endpos, size * 3, size * 3, col)

    render.SetMaterial(tracer)
    render.DrawBeam(endpos, startpos, size, 0, 1, col)
    ]]

	local size = math.Clamp(math.log(EyePos():DistToSqr(endpos) - math.pow(256, 2)), 0, math.huge)

	local vel = self.Dir * self.Speed - LocalPlayer():GetVelocity()

	local dot = math.abs(EyeAngles():Forward():Dot(vel:GetNormalized()))
	--dot = math.Clamp(((dot * dot) - 0.25) * 5, 0, 1)
	local headsize = size * dot * 2 -- * math.min(EyePos():DistToSqr(pos) / math.pow(2500, 2), 1)
	-- cam.Start3D()

	local col = Color(255, 225, 200)
	-- local col = Color(255, 225, 200)

	render.SetMaterial(head)
	render.DrawSprite(endpos, headsize, headsize, col)

	-- local tailpos = startpos
	-- if (endpos - startpos):Length() > 512 then
	--     tailpos = endpos - self.Dir * 512
	-- end
	local tail = (self.Dir * math.min(self.Speed / 25, 512, (endpos - startpos):Length() - 64))

	render.SetMaterial(tracer)
	render.DrawBeam(endpos, endpos - tail, size * 0.75, 0, 1, col)
end
