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[CSGO] DispatchParticleEffect


  
 
 
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API
Veteran Member
Join Date: May 2006
Old 01-06-2015 , 18:37   [CSGO] DispatchParticleEffect
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Code:
stock DispatchParticleEffect(p_ParticleType, const Float:p_Origin[3], const Float:p_Angle[3], const p_Clients[], p_ClientCount, p_Parent = INVALID_ENT_REFERENCE, Float:p_Delay = 0.0)
{
    TE_Start("EffectDispatch");
    
    TE_WriteNum("m_nHitBox", p_ParticleType);
    TE_WriteFloat("m_vOrigin.x", p_Origin[0]);
    TE_WriteFloat("m_vOrigin.y", p_Origin[1]);
    TE_WriteFloat("m_vOrigin.z", p_Origin[2]);
    TE_WriteFloat("m_vStart.x", p_Origin[0]);
    TE_WriteFloat("m_vStart.y", p_Origin[1]);
    TE_WriteFloat("m_vStart.z", p_Origin[2]);
    TE_WriteVector("m_vAngles", p_Angle);
    
    if(p_Parent == INVALID_ENT_REFERENCE)
        TE_WriteNum("entindex", 0);
    else
        TE_WriteNum("entindex", p_Parent);
        
    TE_Send(p_Clients, p_ClientCount, p_Delay);
}

stock DispatchParticleEffectToAll(p_ParticleType, const Float:p_Origin[3], const Float:p_Angle[3], p_Parent = INVALID_ENT_REFERENCE, Float:p_Delay = 0.0)
{
    TE_Start("EffectDispatch");
    
    TE_WriteNum("m_nHitBox", p_ParticleType);
    TE_WriteFloat("m_vOrigin.x", p_Origin[0]);
    TE_WriteFloat("m_vOrigin.y", p_Origin[1]);
    TE_WriteFloat("m_vOrigin.z", p_Origin[2]);
    TE_WriteFloat("m_vStart.x", p_Origin[0]);
    TE_WriteFloat("m_vStart.y", p_Origin[1]);
    TE_WriteFloat("m_vStart.z", p_Origin[2]);
    TE_WriteVector("m_vAngles", p_Angle);
    
    if(p_Parent == INVALID_ENT_REFERENCE)
        TE_WriteNum("entindex", 0);
    else
        TE_WriteNum("entindex", p_Parent);
        
    TE_SendToAll(p_Delay);
}
Notes: You must use PrecacheGeneric() on the PCF file, even if it is stock. Once you precache, you may use g_StringTable = FindStringTable("ParticleEffectNames") and FindStringIndex(g_StringTable, "your_effect_here");
Do your precaching inside OnMapStart().

Have fun.
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Last edited by API; 01-06-2015 at 18:45. Reason: Added stock keywords
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