If you're not using a tempent, try doing so for the particle stuff.
Code:
stock bool:TE_SetupTFParticle(String:Name[],
Float:origin[3] = NULL_VECTOR,
Float:start[3] = NULL_VECTOR,
Float:angles[3] = NULL_VECTOR,
entindex = -1,
attachtype = -1,
attachpoint = -1,
bool:resetParticles = true)
{
// find string table
new tblidx = FindStringTable("ParticleEffectNames");
if (tblidx == INVALID_STRING_TABLE)
{
LogError("Could not find string table: ParticleEffectNames");
return false;
}
// find particle index
new String:tmp[256];
new count = GetStringTableNumStrings(tblidx);
new stridx = INVALID_STRING_INDEX;
for (new i = 0; i < count; i++)
{
ReadStringTable(tblidx, i, tmp, sizeof(tmp));
if (StrEqual(tmp, Name, false))
{
stridx = i;
break;
}
}
if (stridx == INVALID_STRING_INDEX)
{
LogError("Could not find particle: %s", Name);
return false;
}
TE_Start("TFParticleEffect");
TE_WriteFloat("m_vecOrigin[0]", origin[0]);
TE_WriteFloat("m_vecOrigin[1]", origin[1]);
TE_WriteFloat("m_vecOrigin[2]", origin[2]);
TE_WriteFloat("m_vecStart[0]", start[0]);
TE_WriteFloat("m_vecStart[1]", start[1]);
TE_WriteFloat("m_vecStart[2]", start[2]);
TE_WriteVector("m_vecAngles", angles);
TE_WriteNum("m_iParticleSystemIndex", stridx);
if (entindex != -1)
{
TE_WriteNum("entindex", entindex);
}
if (attachtype != -1)
{
TE_WriteNum("m_iAttachType", attachtype);
}
if (attachpoint != -1)
{
TE_WriteNum("m_iAttachmentPointIndex", attachpoint);
}
TE_WriteNum("m_bResetParticles", resetParticles ? 1 : 0);
return true;
}
I... don't remember quite how to use it, but you'll get it eventually.
I've got it for something like this:
Code:
if (TE_SetupTFParticle(effectname, pos, _, _, prop, 3, 0, false))
TE_SendToAll(0.0);
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