Quote:
Originally Posted by edon1337
@georgik
3. That's more complicated than other multijump codes
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It's the most optimized public multijump code right now.
Quote:
Originally Posted by edon1337
4. Is this the rocket message because I just need to know about the rocket.
PHP Code:
engfunc(EngFunc_MessageBegin, MSG_PVS, SVC_TEMPENTITY, fVecOrigin, 0)
write_byte(TE_BEAMCYLINDER) // TE id
engfunc(EngFunc_WriteCoord, fVecOrigin[0]) // x
engfunc(EngFunc_WriteCoord, fVecOrigin[1]) // y
engfunc(EngFunc_WriteCoord, fVecOrigin[2]) // z
engfunc(EngFunc_WriteCoord, fVecOrigin[0]) // x axis
engfunc(EngFunc_WriteCoord, fVecOrigin[1]) // y axis
engfunc(EngFunc_WriteCoord, fVecOrigin[2] + (fCVarRadius * 2)) // z axis
write_short(white) // sprite
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(4) // life
write_byte(72) // width
write_byte(0) // noise
write_byte(255) // red
write_byte(255) // green 100
write_byte(255) // blue
write_byte(200) // brightness
write_byte(0) // speed
message_end()
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That's just the ring effect on rocket explosion.
Grab bitsums.inc here:
https://forums.alliedmods.net/attach...7&d=1470798439
You can remove D7Debug and all the ftD7Log natives as they were just for debugging purpose.
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