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TE_BEAMCYLINDER - Creating 7 sides ring.


  
 
 
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ConnorMcLeod
Veteran Member
Join Date: Jul 2006
Location: France (95)
Old 03-18-2009 , 13:58   Re: TE_BEAMCYLINDER - Creating 7 sides ring.
Reply With Quote #10

How it is used in HLSDK :
PHP Code:
apache.cpp

        
// blast circle
        
MESSAGE_BEGINMSG_PVSSVC_TEMPENTITYpev->origin );
            
WRITE_BYTETE_BEAMCYLINDER );
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.z);
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.2000 ); // reach damage radius over .2 seconds
            
WRITE_SHORTm_iSpriteTexture ); // "sprites/white.spr"
            
WRITE_BYTE); // startframe
            
WRITE_BYTE); // framerate
            
WRITE_BYTE); // life
            
WRITE_BYTE32 );  // width
            
WRITE_BYTE);   // noise
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE192 );   // r, g, b
            
WRITE_BYTE128 ); // brightness
            
WRITE_BYTE);        // speed
        
MESSAGE_END();



houndeye.cpp
    
// blast circles
    
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
        
WRITE_BYTETE_BEAMCYLINDER );
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16);
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16 HOUNDEYE_MAX_ATTACK_RADIUS .2); // reach damage radius over .3 seconds
        
WRITE_SHORTm_iSpriteTexture ); // "sprites/shockwave.spr"
        
WRITE_BYTE); // startframe
        
WRITE_BYTE); // framerate
        
WRITE_BYTE); // life
        
WRITE_BYTE16 );  // width
        
WRITE_BYTE);   // noise

        
WriteBeamColor();
        
//    WRITE_BYTE( bRed   );
        //    WRITE_BYTE( bGreen );
        //    WRITE_BYTE( bBlue  );

        
WRITE_BYTE255 ); //brightness
        
WRITE_BYTE);        // speed
    
MESSAGE_END();

    
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
        
WRITE_BYTETE_BEAMCYLINDER );
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16);
        
WRITE_COORDpev->origin.x);
        
WRITE_COORDpev->origin.y);
        
WRITE_COORDpev->origin.16 + ( HOUNDEYE_MAX_ATTACK_RADIUS ) / .2); // reach damage radius over .3 seconds
        
WRITE_SHORTm_iSpriteTexture );
        
WRITE_BYTE); // startframe
        
WRITE_BYTE); // framerate
        
WRITE_BYTE); // life
        
WRITE_BYTE16 );  // width
        
WRITE_BYTE);   // noise

        
WriteBeamColor();
        
//    WRITE_BYTE( bRed   );
        //    WRITE_BYTE( bGreen );
        //    WRITE_BYTE( bBlue  );
        
        
WRITE_BYTE255 ); //brightness
        
WRITE_BYTE);        // speed
    
MESSAGE_END();



osprey.cpp
        
// blast circle
        
MESSAGE_BEGINMSG_PASSVC_TEMPENTITYpev->origin );
            
WRITE_BYTETE_BEAMCYLINDER );
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.z);
            
WRITE_COORDpev->origin.x);
            
WRITE_COORDpev->origin.y);
            
WRITE_COORDpev->origin.2000 ); // reach damage radius over .2 seconds
            
WRITE_SHORTm_iSpriteTexture ); // "sprites/rope.spr"
            
WRITE_BYTE); // startframe
            
WRITE_BYTE); // framerate
            
WRITE_BYTE); // life
            
WRITE_BYTE32 );  // width
            
WRITE_BYTE);   // noise
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE255 );   // r, g, b
            
WRITE_BYTE192 );   // r, g, b
            
WRITE_BYTE128 ); // brightness
            
WRITE_BYTE);        // speed
        
MESSAGE_END(); 
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