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[ANY] Neon Beams (1.14) [04-Dec-2021]


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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-12-2022 , 20:14   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #71

You could try finding the first "TeleportEntity" in "neon_beams.sp" and changing the first "NULL_VECTOR" to "view_as<float>({90.0, 270.0, 0.0})" and see if that works. It would affect all particle lights the plugin spawns but might do the job. Please report back if it works.
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larrybrains
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Join Date: May 2017
Old 12-13-2022 , 21:55   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #72

Quote:
Originally Posted by Silvers View Post
You could try finding the first "TeleportEntity" in "neon_beams.sp" and changing the first "NULL_VECTOR" to "view_as<float>({90.0, 270.0, 0.0})" and see if that works. It would affect all particle lights the plugin spawns but might do the job. Please report back if it works.
Ya, that worked perfectly!

EDIT: I changed it to "view_as<float>({90.0, 0.0, 0.0})" because the 90.0 is the only part that is needed.

Last edited by larrybrains; 12-13-2022 at 22:05.
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 12-13-2022 , 23:25   Re: [ANY] Neon Beams (1.14) [04-Dec-2021]
Reply With Quote #73

Excellent thank you! I think I'll post the next update, whenever that is, with this change.
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