Does Anyone have the old "prop spawn" effect code?

I ask because it is pretty important to a project I’m working on.


(User was banned for this post ("Wrong section" - mahalis))

[lua]

local matRefract = Material(“models/spawn_effect”)
local matLight = Material(“models/spawn_effect2”)

function EFFECT:Init(data)

self.Time = 1.5
self.LifeTime = CurTime() + self.Time

local ent = data:GetEntity()
if (ent == NULL) then return end
self.ParentEntity = ent
self:SetModel(ent:GetModel())	
self:SetPos(ent:GetPos())
self:SetAngles(ent:GetAngles())
self:SetParent(ent)

end

function EFFECT:Think()
if (!self.ParentEntity or !self.ParentEntity:IsValid()) then return false end
local PPos = self.ParentEntity:GetPos();
self:SetPos(PPos + (EyePos() - PPos):GetNormal())
return (self.LifeTime > CurTime())
end

function EFFECT:Render()
local Fraction = (self.LifeTime - CurTime()) / self.Time
local ColFrac = (Fraction-0.5) * 2
Fraction = math.Clamp(Fraction, 0, 1)
ColFrac = math.Clamp(ColFrac, 0, 1)
self:SetColor(255, 255, 255, 1 + 254 * (ColFrac))
local EyeNormal = self:GetPos() - EyePos()
local Distance = EyeNormal:Length()
EyeNormal:Normalize()
local Pos = EyePos() + EyeNormal * Distance * 0.01
cam.Start3D(Pos, EyeAngles())
if (ColFrac > 0) then
SetMaterialOverride(matLight)
self:DrawModel()
SetMaterialOverride(0)
end
if (render.GetDXLevel() >= 80) then
render.UpdateRefractTexture()
matRefract:SetMaterialFloat("$refractamount", Fraction * 0.1)
SetMaterialOverride(matRefract)
self:DrawModel()
SetMaterialOverride(0)
end
cam.End3D()
end
[/lua]