2008-10-04 22:59:11 +02:00
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/**
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* vim: set ts=4 :
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* =============================================================================
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2009-04-14 23:40:48 +02:00
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* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
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2008-10-04 22:59:11 +02:00
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* =============================================================================
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*
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* This file is part of the SourceMod/SourcePawn SDK.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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2009-04-14 23:40:48 +02:00
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* Version: $Id$
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2008-10-04 22:59:11 +02:00
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*/
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#if defined _te_stocks_included
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#endinput
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#endif
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#define _te_stocks_included
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/**
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* @section TE Explosion flags.
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*/
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#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
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#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
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#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
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#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
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#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
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#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
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#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
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#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
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#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
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/**
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* @endsection
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*/
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/**
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* @section TE Beam flags.
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*/
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#define FBEAM_STARTENTITY 0x00000001
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#define FBEAM_ENDENTITY 0x00000002
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#define FBEAM_FADEIN 0x00000004
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#define FBEAM_FADEOUT 0x00000008
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#define FBEAM_SINENOISE 0x00000010
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#define FBEAM_SOLID 0x00000020
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#define FBEAM_SHADEIN 0x00000040
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#define FBEAM_SHADEOUT 0x00000080
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#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
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#define FBEAM_NOTILE 0x00000200
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#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
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#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
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#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
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#define FBEAM_ISACTIVE 0x00002000
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#define FBEAM_FOREVER 0x00004000
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#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
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/**
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* @endsection
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*/
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/**
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* Sets up a sparks effect.
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*
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* @param pos Position of the sparks.
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* @param dir Direction of the sparks.
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* @param Magnitude Sparks size.
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* @param TrailLength Trail lenght of the sparks.
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* @noreturn
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*/
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stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
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{
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TE_Start("Sparks");
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TE_WriteVector("m_vecOrigin[0]", pos);
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TE_WriteVector("m_vecDir", dir);
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TE_WriteNum("m_nMagnitude", Magnitude);
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TE_WriteNum("m_nTrailLength", TrailLength);
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}
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/**
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* Sets up a smoke effect.
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*
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* @param pos Position of the smoke.
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* @param Model Precached model index.
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* @param Scale Scale of the smoke.
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* @param Framerate Frame rate of the smoke.
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* @noreturn
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*/
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stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
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{
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TE_Start("Smoke");
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TE_WriteVector("m_vecOrigin", pos);
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TE_WriteNum("m_nModelIndex", Model);
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TE_WriteFloat("m_fScale", Scale);
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TE_WriteNum("m_nFrameRate", FrameRate);
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}
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/**
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* Sets up a dust cloud effect.
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*
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* @param pos Position of the dust.
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* @param dir Direction of the dust.
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* @param Size Dust cloud size.
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* @param Speed Dust cloud speed.
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* @noreturn
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*/
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stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
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{
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TE_Start("Dust");
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TE_WriteVector("m_vecOrigin[0]", pos);
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TE_WriteVector("m_vecDirection", dir);
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TE_WriteFloat("m_flSize", Size);
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TE_WriteFloat("m_flSpeed", Speed);
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}
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/**
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* Sets up a muzzle flash effect.
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*
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* @param pos Position of the muzzle flash.
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* @param angles Rotation angles of the muzzle flash.
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* @param Scale Scale of the muzzle flash.
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* @param Type Muzzle flash type to render (Mod specific).
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* @noreturn
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*/
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stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
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{
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TE_Start("MuzzleFlash");
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TE_WriteVector("m_vecOrigin", pos);
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TE_WriteVector("m_vecAngles", angles);
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TE_WriteFloat("m_flScale", Scale);
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TE_WriteNum("m_nType", Type);
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}
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/**
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* Sets up a metal sparks effect.
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*
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* @param pos Position of the metal sparks.
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* @param dir Direction of the metal sparks.
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* @noreturn
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*/
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stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
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{
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TE_Start("Metal Sparks");
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TE_WriteVector("m_vecPos", pos);
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TE_WriteVector("m_vecDir", dir);
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}
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/**
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* Sets up an energy splash effect.
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*
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* @param pos Position of the energy splash.
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* @param dir Direction of the energy splash.
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* @param Explosive Makes the effect explosive.
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* @noreturn
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*/
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stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
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{
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TE_Start("Energy Splash");
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TE_WriteVector("m_vecPos", pos);
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TE_WriteVector("m_vecDir", dir);
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TE_WriteNum("m_bExplosive", Explosive);
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}
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/**
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* Sets up an armor ricochet effect.
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*
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* @param pos Position of the armor ricochet.
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* @param dir Directon of the armor ricochet.
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* @noreturn
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*/
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stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
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{
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TE_Start("Armor Ricochet");
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TE_WriteVector("m_vecPos", pos);
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TE_WriteVector("m_vecDir", dir);
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}
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/**
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* Sets up a glowing sprite effect.
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*
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* @param pos Position of the sprite.
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* @param Model Precached model index.
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* @param Life Time duration of the sprite.
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* @param Size Sprite size.
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* @param Brightness Sprite brightness.
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* @noreturn
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*/
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stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
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{
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TE_Start("GlowSprite");
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TE_WriteVector("m_vecOrigin", pos);
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TE_WriteNum("m_nModelIndex", Model);
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TE_WriteFloat("m_fScale", Size);
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TE_WriteFloat("m_fLife", Life);
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TE_WriteNum("m_nBrightness", Brightness);
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}
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/**
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* Sets up a explosion effect.
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*
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* @param pos Explosion position.
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* @param Model Precached model index.
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* @param Scale Explosion scale.
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* @param Framerate Explosion frame rate.
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* @param Flags Explosion flags.
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* @param Radius Explosion radius.
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* @param Magnitude Explosion size.
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* @param normal Normal vector to the explosion.
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* @param MaterialType Exploded material type.
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* @noreturn
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*/
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stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
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{
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TE_Start("Explosion");
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TE_WriteVector("m_vecOrigin[0]", pos);
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TE_WriteVector("m_vecNormal", normal);
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TE_WriteNum("m_nModelIndex", Model);
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TE_WriteFloat("m_fScale", Scale);
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TE_WriteNum("m_nFrameRate", Framerate);
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TE_WriteNum("m_nFlags", Flags);
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TE_WriteNum("m_nRadius", Radius);
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TE_WriteNum("m_nMagnitude", Magnitude);
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TE_WriteNum("m_chMaterialType", MaterialType);
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}
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/**
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* Sets up a blood sprite effect.
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*
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* @param pos Position of the sprite.
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* @param dir Sprite direction.
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* @param color Color array (r, g, b, a).
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* @param Size Sprite size.
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* @param SprayModel Precached model index.
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* @param BloodDropModel Precached model index.
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* @noreturn
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*/
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stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
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{
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TE_Start("Blood Sprite");
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TE_WriteVector("m_vecOrigin", pos);
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TE_WriteVector("m_vecDirection", dir);
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TE_WriteNum("r", color[0]);
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TE_WriteNum("g", color[1]);
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TE_WriteNum("b", color[2]);
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TE_WriteNum("a", color[3]);
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TE_WriteNum("m_nSize", Size);
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TE_WriteNum("m_nSprayModel", SprayModel);
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TE_WriteNum("m_nDropModel", BloodDropModel);
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}
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/**
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* Sets up a beam ring point effect.
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*
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* @param center Center position of the ring.
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* @param Start_Radius Initial ring radius.
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* @param End_Radius Final ring radius.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param FrameRate Ring frame rate.
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* @param Life Time duration of the ring.
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* @param Width Beam width.
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* @param Amplitude Beam amplitude.
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* @param color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @param Flags Beam flags.
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* @noreturn
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*/
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stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
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FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
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{
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TE_Start("BeamRingPoint");
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TE_WriteVector("m_vecCenter", center);
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TE_WriteFloat("m_flStartRadius", Start_Radius);
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TE_WriteFloat("m_flEndRadius", End_Radius);
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TE_WriteNum("m_nModelIndex", ModelIndex);
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TE_WriteNum("m_nHaloIndex", HaloIndex);
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TE_WriteNum("m_nStartFrame", StartFrame);
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TE_WriteNum("m_nFrameRate", FrameRate);
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TE_WriteFloat("m_fLife", Life);
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TE_WriteFloat("m_fWidth", Width);
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TE_WriteFloat("m_fEndWidth", Width);
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TE_WriteFloat("m_fAmplitude", Amplitude);
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TE_WriteNum("r", Color[0]);
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TE_WriteNum("g", Color[1]);
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TE_WriteNum("b", Color[2]);
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TE_WriteNum("a", Color[3]);
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TE_WriteNum("m_nSpeed", Speed);
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TE_WriteNum("m_nFlags", Flags);
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TE_WriteNum("m_nFadeLength", 0);
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}
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/**
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* Sets up a point to point beam effect.
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*
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* @param start Start position of the beam.
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* @param end End position of the beam.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param FrameRate Beam frame rate.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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* @param Amplitude Beam amplitude.
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* @param color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @noreturn
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*/
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stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
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Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
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{
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TE_Start("BeamPoints");
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TE_WriteVector("m_vecStartPoint", start);
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TE_WriteVector("m_vecEndPoint", end);
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TE_WriteNum("m_nModelIndex", ModelIndex);
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TE_WriteNum("m_nHaloIndex", HaloIndex);
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TE_WriteNum("m_nStartFrame", StartFrame);
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TE_WriteNum("m_nFrameRate", FrameRate);
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TE_WriteFloat("m_fLife", Life);
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TE_WriteFloat("m_fWidth", Width);
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TE_WriteFloat("m_fEndWidth", EndWidth);
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TE_WriteFloat("m_fAmplitude", Amplitude);
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TE_WriteNum("r", Color[0]);
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TE_WriteNum("g", Color[1]);
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TE_WriteNum("b", Color[2]);
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TE_WriteNum("a", Color[3]);
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TE_WriteNum("m_nSpeed", Speed);
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TE_WriteNum("m_nFadeLength", FadeLength);
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}
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/**
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* Sets up an entity to entity laser effect.
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*
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* @param StartEntity Entity index from where the beam starts.
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* @param EndEntity Entity index from where the beam ends.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param FrameRate Beam frame rate.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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* @param Amplitude Beam amplitude.
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* @param color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @noreturn
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*/
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stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
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Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
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{
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TE_Start("BeamLaser");
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TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
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TE_WriteNum("m_nModelIndex", ModelIndex);
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TE_WriteNum("m_nHaloIndex", HaloIndex);
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TE_WriteNum("m_nStartFrame", StartFrame);
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TE_WriteNum("m_nFrameRate", FrameRate);
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TE_WriteFloat("m_fLife", Life);
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TE_WriteFloat("m_fWidth", Width);
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TE_WriteFloat("m_fEndWidth", EndWidth);
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TE_WriteFloat("m_fAmplitude", Amplitude);
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TE_WriteNum("r", Color[0]);
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TE_WriteNum("g", Color[1]);
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TE_WriteNum("b", Color[2]);
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TE_WriteNum("a", Color[3]);
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TE_WriteNum("m_nSpeed", Speed);
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TE_WriteNum("m_nFadeLength", FadeLength);
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}
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/**
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* Sets up a beam ring effect.
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*
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* @param StartEntity Entity index from where the ring starts.
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* @param EndEntity Entity index from where the ring ends.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param FrameRate Ring frame rate.
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* @param Life Time duration of the ring.
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* @param Width Beam width.
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* @param Amplitude Beam amplitude.
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* @param color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @param Flags Beam flags.
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* @noreturn
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*/
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stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
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{
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TE_Start("BeamRing");
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TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
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TE_WriteNum("m_nModelIndex", ModelIndex);
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TE_WriteNum("m_nHaloIndex", HaloIndex);
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TE_WriteNum("m_nStartFrame", StartFrame);
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TE_WriteNum("m_nFrameRate", FrameRate);
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TE_WriteFloat("m_fLife", Life);
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TE_WriteFloat("m_fWidth", Width);
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TE_WriteFloat("m_fEndWidth", Width);
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TE_WriteFloat("m_fAmplitude", Amplitude);
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TE_WriteNum("r", Color[0]);
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TE_WriteNum("g", Color[1]);
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TE_WriteNum("b", Color[2]);
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TE_WriteNum("a", Color[3]);
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TE_WriteNum("m_nSpeed", Speed);
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TE_WriteNum("m_nFadeLength", 0);
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TE_WriteNum("m_nFlags", Flags);
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}
|
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|
|
|
|
|
/**
|
|
|
|
* Sets up a follow beam effect.
|
|
|
|
*
|
|
|
|
* @param EntIndex Entity index from where the beam starts.
|
|
|
|
* @param ModelIndex Precached model index.
|
|
|
|
* @param HaloIndex Precached model index.
|
|
|
|
* @param Life Time duration of the beam.
|
|
|
|
* @param Width Initial beam width.
|
|
|
|
* @param EndWidth Final beam width.
|
|
|
|
* @param FadeLength Beam fade time duration.
|
|
|
|
* @param color Color array (r, g, b, a).
|
|
|
|
* @noreturn
|
|
|
|
*/
|
|
|
|
stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
|
|
|
|
{
|
|
|
|
TE_Start("BeamFollow");
|
|
|
|
TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
|
|
|
|
TE_WriteNum("m_nModelIndex", ModelIndex);
|
|
|
|
TE_WriteNum("m_nHaloIndex", HaloIndex);
|
|
|
|
TE_WriteNum("m_nStartFrame", 0);
|
|
|
|
TE_WriteNum("m_nFrameRate", 0);
|
|
|
|
TE_WriteFloat("m_fLife", Life);
|
|
|
|
TE_WriteFloat("m_fWidth", Width);
|
|
|
|
TE_WriteFloat("m_fEndWidth", EndWidth);
|
|
|
|
TE_WriteNum("m_nFadeLength", FadeLength);
|
|
|
|
TE_WriteNum("r", Color[0]);
|
|
|
|
TE_WriteNum("g", Color[1]);
|
|
|
|
TE_WriteNum("b", Color[2]);
|
|
|
|
TE_WriteNum("a", Color[3]);
|
|
|
|
}
|