| georgik57 |
01-27-2023 11:21 |
Re: How to increase TE_BOX limitations?
Sorry, posted wrong script.
Try this:
PHP Code:
public fwTaskEntShowSize(const id) { if (!pev_valid(id)) { remove_task(id) return; } static Float:fVecTemp[3], Float:fVecTemp2[3], Float:fVecTemp3[3]//, Float:fVecTemp4[3]; pev(id, pev_origin, fVecTemp) pev(id, pev_mins, fVecTemp2) pev(id, pev_maxs, fVecTemp3) //pev(id, pev_view_ofs, fVecTemp4) xs_vec_add(fVecTemp, fVecTemp2, fVecTemp2) xs_vec_add(fVecTemp, fVecTemp3, fVecTemp3) /* static Float:flCenter[3]; flCenter[0] = (fVecTemp2[0] + fVecTemp3[0]) * 0.5; flCenter[1] = (fVecTemp2[1] + fVecTemp3[1]) * 0.5; flCenter[2] = (fVecTemp2[2] + fVecTemp3[2]) * 0.5; DrawLine(id, fVecTemp[0], fVecTemp[1], fVecTemp[2], flCenter[0], flCenter[1], flCenter[2], 255, 0, 0);*/ DrawLine(id, fVecTemp3[0], fVecTemp3[1], fVecTemp3[2], fVecTemp2[0], fVecTemp3[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp3[0], fVecTemp3[1], fVecTemp3[2], fVecTemp3[0], fVecTemp2[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp3[0], fVecTemp3[1], fVecTemp3[2], fVecTemp3[0], fVecTemp3[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp2[2], fVecTemp3[0], fVecTemp2[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp2[2], fVecTemp2[0], fVecTemp3[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp2[2], fVecTemp2[0], fVecTemp2[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp3[1], fVecTemp3[2], fVecTemp2[0], fVecTemp3[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp3[1], fVecTemp2[2], fVecTemp3[0], fVecTemp3[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp3[0], fVecTemp3[1], fVecTemp2[2], fVecTemp3[0], fVecTemp2[1], fVecTemp2[2], 255, 255, 255); DrawLine(id, fVecTemp3[0], fVecTemp2[1], fVecTemp2[2], fVecTemp3[0], fVecTemp2[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp3[0], fVecTemp2[1], fVecTemp3[2], fVecTemp2[0], fVecTemp2[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp3[2], fVecTemp2[0], fVecTemp3[1], fVecTemp3[2], 255, 255, 255); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp2[2], fVecTemp3[0], fVecTemp3[1], fVecTemp3[2], 0, 255, 0); DrawLine(id, fVecTemp2[0], fVecTemp2[1], fVecTemp3[2], fVecTemp3[0], fVecTemp3[1], fVecTemp2[2], 0, 255, 0); DrawLine(id, fVecTemp2[0], fVecTemp3[1], fVecTemp2[2], fVecTemp3[0], fVecTemp2[1], fVecTemp3[2], 0, 255, 0); DrawLine(id, fVecTemp3[0], fVecTemp2[1], fVecTemp2[2], fVecTemp2[0], fVecTemp3[1], fVecTemp3[2], 0, 255, 0); /* engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fVecTemp, 0) write_byte(TE_BOX) engfunc(EngFunc_WriteCoord, fVecTemp[0] + fVecTemp2[0]) engfunc(EngFunc_WriteCoord, fVecTemp[1] + fVecTemp2[1]) engfunc(EngFunc_WriteCoord, fVecTemp[2] + fVecTemp2[2]) engfunc(EngFunc_WriteCoord, fVecTemp[0] + fVecTemp3[0]) engfunc(EngFunc_WriteCoord, fVecTemp[1] + fVecTemp3[1]) engfunc(EngFunc_WriteCoord, fVecTemp[2] + fVecTemp3[2]) write_short(1) //life in 0.1 s write_byte(255) write_byte(255) write_byte(255) message_end() engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fVecTemp, 0) write_byte(TE_BOX) engfunc(EngFunc_WriteCoord, fVecTemp[0] + fVecTemp2[0]) engfunc(EngFunc_WriteCoord, fVecTemp[1] + fVecTemp2[1]) engfunc(EngFunc_WriteCoord, fVecTemp[2] + fVecTemp2[2]) engfunc(EngFunc_WriteCoord, fVecTemp[0] + fVecTemp3[0]) engfunc(EngFunc_WriteCoord, fVecTemp[1] + fVecTemp3[1]) engfunc(EngFunc_WriteCoord, fVecTemp[2] + fVecTemp4[2]) write_short(1) //life in 0.1 s write_byte(255) write_byte(255) write_byte(255) message_end()*/ }
#define fm_write_coord(%1) engfunc(EngFunc_WriteCoord, %1)
DrawLine(const id, const Float:x1, const Float:y1, const Float:z1, const Float:x2, const Float:y2, const Float:z2, const r, const g, const b) { message_begin(MSG_BROADCAST, SVC_TEMPENTITY, _, 0); { write_byte(TE_BEAMPOINTS); fm_write_coord(x1); fm_write_coord(y1); fm_write_coord(z1); fm_write_coord(x2); fm_write_coord(y2); fm_write_coord(z2); write_short(g_iSpriteDot); write_byte(1); // framestart write_byte(1); // framerate write_byte(1); // life in 0.1's write_byte(2); // width write_byte(0); // noise write_byte(r); // r, g, b write_byte(g); // r, g, b write_byte(b); // r, g, b write_byte(200); // brightness write_byte(0); // speed } message_end(); }
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