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Merciless
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Join Date: Aug 2009
Location: Belgium
Old 08-12-2012 , 23:35   Re: [INC] Beam Entities
Reply With Quote #14

Quote:
Originally Posted by GordonFreeman (RU) View Post
Simply example:

Code:
new Float:org[3],Float:org1[3]             pev(player,pev_origin,org)             fm_get_aim_origin(player,org1)             new beams = Beam_Create(REFLUX_BEAM,10.0)             Beam_Init(beams,REFLUX_BEAM,10.0)             Beam_PointsInit(beams,org,org1)             Beam_SetColor(beams,{255.0,255.0,255.0})             Beam_SetNoise(beams,50)
creating beam from use origin to user aim origin
PHP Code:
stock Beam_Create(const szSpriteName[], const FloatflWidth)
{
    new 
iBeamEntity;
    static 
iszAllocStringCached;
    
    if (
iszAllocStringCached || (iszAllocStringCached engfunc(EngFunc_AllocString"beam")))
    {
        
iBeamEntity engfunc(EngFunc_CreateNamedEntityiszAllocStringCached);
    }
    
    if (
pev_valid(iBeamEntity))
    {
        
set_pev(iBeamEntitypev_classname"beam");
        
Beam_Init(iBeamEntityszSpriteNameflWidth);
        
        return 
iBeamEntity;
    }
    
    return 
FM_NULLENT;

As you can see, the Beam_Init gets already pushed when you create.
So you don't gotta put it again

Last edited by Merciless; 08-12-2012 at 23:35.
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