Effect direction?

I’m working on a custom effect and currently I need it to start at the player’s position (that wasn’t hard), but also go into the direction of the player’s eye trace.
Does anyone around here know how I would do that?

This is the effect’s code:
[lua]
function EFFECT:Init( data )
local Pos = data:GetOrigin()

local emitter = ParticleEmitter( Pos )

for i = 1,10 do

	local particle = emitter:Add( "particles/fire1", Pos + Vector( math.random(1,650),math.random(0,0),math.random(0,0) ) ) 
	 
	if particle == nil then particle = emitter:Add( "particles/fire1", Pos + Vector(   math.random(1,100),math.random(0,0),math.random(0,0) ) ) end
	
	if (particle) then
		particle:SetVelocity(Vector(math.random(0,1),math.random(0,2),math.random(0,0)))
		particle:SetLifeTime(0) 
		particle:SetDieTime(0.75) 
		particle:SetStartAlpha(255)
		particle:SetEndAlpha(0)
		particle:SetStartSize(40) 
		particle:SetEndSize(60)
		particle:SetAngles( Angle(180,0,0) )
		particle:SetAngleVelocity( Angle(0,0,0) ) 
		particle:SetRoll(math.Rand( 0, 360 ))
		particle:SetColor(math.random(255,255),math.random(0,191),math.random(0,0),math.random(255,255))
		particle:SetGravity( Vector(0,0,0) ) 
		particle:SetAirResistance(0 )  
		particle:SetCollide(false)
		particle:SetBounce(0)
	end
end

emitter:Finish()

end

function EFFECT:Think()
return false
end

function EFFECT:Render()
end
[/lua]

And this is the activation code (its on a swep)

[lua]
function SWEP:PrimaryAttack()
vPoint = self.Owner:GetPos() + Vector(60,0,50)
local effectdata = EffectData()
effectdata:SetOrigin( vPoint )
util.Effect( “test_effect”, effectdata )
end
[/lua]

Thanks in advance

[editline]29th July 2016[/editline]

Tried this as well, didn’t work either
[lua]
function EFFECT:Init( data )
local Pos = data:GetOrigin()
local Ang = data:GetAngles()

local emitter = ParticleEmitter( Pos )

for i = 1,10 do

	local particle = emitter:Add( "particles/fire1", Pos + Vector( math.random(1,650),math.random(0,0),math.random(0,0) ) ) 
	 
	if particle == nil then particle = emitter:Add( "particles/fire1", Pos + Vector(   math.random(1,100),math.random(0,0),math.random(0,0) ) ) end
	
	if (particle) then
		particle:SetVelocity(Vector(math.random(0,1),math.random(0,2),math.random(0,0)))
		particle:SetLifeTime(0) 
		particle:SetDieTime(0.75) 
		particle:SetStartAlpha(255)
		particle:SetEndAlpha(0)
		particle:SetStartSize(40) 
		particle:SetEndSize(60)
		particle:SetAngles( Ang )
		particle:SetAngleVelocity( Angle(0,0,0) ) 
		particle:SetRoll(math.Rand( 0, 360 ))
		particle:SetColor(math.random(255,255),math.random(0,191),math.random(0,0),math.random(255,255))
		particle:SetGravity( Vector(0,0,0) ) 
		particle:SetAirResistance(0 )  
		particle:SetCollide(false)
		particle:SetBounce(0)
	end
end

emitter:Finish()

end

function EFFECT:Think()
return false
end

function EFFECT:Render()
end

function EFFECT:Touch(hit)
if hit:IsPlayer() then hit:Kill() end
end
[/lua]

[lua]
function SWEP:PrimaryAttack()
vPoint = self.Owner:GetPos() + Vector(60,0,50)
local effectdata = EffectData()
effectdata:SetOrigin( vPoint )
effectdata:SetAngles(self.Owner:GetAngles())
util.Effect( “test_effect”, effectdata )
end
[/lua]

Bump

You are giving the particles a random velocity, give them a velocity in the direction you want (based off Ang:Forward())