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TE_BREAKMODEL
GeckoN edited this page Jan 31, 2017
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5 revisions
Spawns multiple rotating models with gravity, collisions, fadeout, particle trails, and sound effects. Models are spawned from random locations inside a box.
This is the effect used when you destroy a func_breakable.
Type | Name | Description |
---|---|---|
Vector | pos | Center point for the effect |
Vector | size | Radius of the box where the models spawn randomly inside |
Vector | velocity | Speed and direction of the models |
uint8 | speedNoise | Amount to randomize speed and direction |
string | model | Model to display |
uint8 | count | Number of models to spawn |
uint8 | life | Time to display all models (seconds * 0.1) |
uint8 | flags | Choose only one of the following flags: 1 : Glass sounds and models draw at 50% opacity 2 : Metal sounds 4 : Flesh sounds 8 : Wood sounds 64 : Rock sounds The following flags can be enabled in addition to the flag selected above: 16 : Particle trails 32 : 50% opacity |
No API function exists as of SC 5.02
void te_breakmodel(Vector pos, Vector size, Vector velocity,
uint8 speedNoise=16, string model="models/hgibs.mdl",
uint8 count=8, uint8 life=0, uint8 flags=20,
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_BREAKMODEL);
m.WriteCoord(pos.x);
m.WriteCoord(pos.y);
m.WriteCoord(pos.z);
m.WriteCoord(size.x);
m.WriteCoord(size.y);
m.WriteCoord(size.z);
m.WriteCoord(velocity.x);
m.WriteCoord(velocity.y);
m.WriteCoord(velocity.z);
m.WriteByte(speedNoise);
m.WriteShort(g_EngineFuncs.ModelIndex(model));
m.WriteByte(count);
m.WriteByte(life);
m.WriteByte(flags);
m.End();
}