Quote:
Originally Posted by Drak
There is TE_FIREFIELD
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yes!

, i thought there were something of that
will take a look
EDIT: having some troubles with that
Quote:
#define TE_FIREFIELD 123 // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
#define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate
#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
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what should be in "model index" :S?