Code:
enum
{
BM_PLATFORM, //A
BM_BHOP, //B
BM_DAMAGE, //C
BM_HEALER, //D
BM_NOFALLDAMAGE, //E
BM_ICE, //F
BM_TRAMPOLINE, //G
BM_SPEEDBOOST, //H
BM_INVINCIBILITY, //I
BM_STEALTH, //J
BM_DEATH, //K
BM_HE, //L
BM_CAMOUFLAGE, //M
BM_LOWGRAVITY, //N
BM_FIRE, //O
BM_SLAP, //P
BM_RANDOM, //Q
BM_HONEY, //R
BM_BARRIER_CT, //S
BM_BARRIER_T, //T
BM_BOOTSOFSPEED, //U
BM_GLASS, //V
BM_DUCK, //W
BM_SALTO, //X (LOW)
BM_TRAMPOLINE, //Y (MED)
BM_ASS, //Z (HIGH)
BM_FROST, //1
BM_FLASH, //2
BM_DELAYED, //3
BM_MONEY, //4
BM_DEAGLE, //5
BM_AWP, //6
BM_GRAVITY, //7
BM_BLIND, //8
BM_BLINDFAST, //9
BM_AK47, //a
BM_M4A1 //b
};
Code:
drawLine(Float:vOrigin1[3], Float:vOrigin2[3], life)
{
message_begin(MSG_BROADCAST, SVC_TEMPENTITY);
write_byte(TE_BEAMPOINTS);
write_coord(floatround(vOrigin1[0], floatround_floor));
write_coord(floatround(vOrigin1[1], floatround_floor));
write_coord(floatround(vOrigin1[2], floatround_floor));
write_coord(floatround(vOrigin2[0], floatround_floor));
write_coord(floatround(vOrigin2[1], floatround_floor));
write_coord(floatround(vOrigin2[2], floatround_floor));
write_short(gSpriteIdBeam); //sprite index
write_byte(0); //starting frame
write_byte(1); //frame rate in 0.1's
write_byte(life); //life in 0.1's
write_byte(5); //line width in 0.1's
write_byte(0); //noise amplitude in 0.01's
write_byte(255); //red
write_byte(255); //green
write_byte(255); //blue
write_byte(255); //brightness
write_byte(0); //scroll speed in 0.1's
message_end();
}
return false;
}