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[ H3LP ] Model brightness


  
 
 
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CrazY.
Veteran Member
Join Date: May 2015
Location: SP, Brazil
Old 07-26-2018 , 11:53   Re: [ H3LP ] Model brightness
Reply With Quote #6

Quote:
Originally Posted by KliPPy View Post
Try with this:
PHP Code:
    /**
     * Amount of light shining on the entity (Used for model rendering) (0=No light 180=Fully Lit).
     *
     * Type: integer
     */
    
pev_light_level
You may have to set it every frame, I'm not sure.
That's working fine, but unfortunately I cannot set through EntityState (FM_AddToFullPack).

Code:
enum EntityState
{
	// Fields which are filled in by routines outside of delta compression
	ES_EntityType,		// int
	// Index into cl_entities array for this entity
	ES_Number,			// int
	ES_MsgTime,			// float
	
	// Message number last time the player/entity state was updated
	ES_MessageNum,		// int
	
	// Fields which can be transitted and reconstructed over the network stream
	ES_Origin,			// float array[3]
	ES_Angles,			// float array[3]
	
	ES_ModelIndex,		// int
	ES_Sequence,		// int
	ES_Frame,			// float
	ES_ColorMap,		// int
	ES_Skin,			// short
	ES_Solid,			// short
	ES_Effects,			// int 
	ES_Scale,			// float
	ES_eFlags,			// byte
	
	// Render information
	ES_RenderMode,		// int
	ES_RenderAmt,		// int
	ES_RenderColor,		// byte array[3], RGB value
	ES_RenderFx,		// int
	
	ES_MoveType,		// int
	ES_AnimTime,		// float
	ES_FrameRate,		// float
	ES_Body,			// int
	ES_Controller,		// byte array[4]
	ES_Blending,		// byte array[4]
	ES_Velocity,		// float array[3]
	
	// Send bbox down to client for use during prediction
	ES_Mins,			// float array[3]
	ES_Maxs,			// float array[3]
	
	ES_AimEnt,			// int
	// If owned by a player, the index of that player (for projectiles)
	ES_Owner,			// int
	
	// Friction, for prediction
	ES_Friction,		// float
	// Gravity multiplier
	ES_Gravity,			// float
	
	// PLAYER SPECIFIC
	ES_Team,			// int
	ES_PlayerClass,		// int
	ES_Health,			// int
	ES_Spectator,		// bool
	ES_WeaponModel,		// int
	ES_GaitSequence,	// int
	// If standing on conveyor, e.g.
	ES_BaseVelocity,	// float array[3]
	// Use the crouched hull, or the regular player hull
	ES_UseHull,			// int
	// Latched buttons last time state updated
	ES_OldButtons,		// int
	// -1 = in air, else pmove entity number
	ES_OnGround,		// int
	ES_iStepLeft,		// int
	// How fast we are falling
	ES_flFallVelocity,	// float
	
	ES_FOV,				// float
	ES_WeaponAnim,		// int	
	
	// Parametric movement overrides
	ES_StartPos,		// float array[3]
	ES_EndPos,			// float array[3]
	ES_ImpactTime,		// float
	ES_StartTime,		// float
	
	// For mods
	ES_iUser1,			// int
	ES_iUser2,			// int
	ES_iUser3,			// int
	ES_iUser4,			// int
	ES_fUser1,			// float
	ES_fUser2,			// float
	ES_fUser3,			// float
	ES_fUser4,			// float
	ES_vUser1,			// float array[3]
	ES_vUser2,			// float array[3]
	ES_vUser3,			// float array[3]
	ES_vUser4			// float array[3]
};
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Last edited by CrazY.; 07-26-2018 at 11:56.
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