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TE_FIREFIELD
GeckoN edited this page Jan 31, 2017
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5 revisions
Spawns randomly positioned sprites in a cube or on a square plane.
Type | Name | Description |
---|---|---|
Vector | pos | Center point of the effect |
uint16 | radius | Size of the cube or square (distance from center point to a side) |
string | sprite | Sprite to display (alpha transparency) |
uint8 | count | Number of sprites to spawn |
uint8 | flags | Combinable options: 1 : All sprites will drift upwards 2 : 50% of the sprites will drift upwards 4 : Loop sprites at 15fps instead of playing one cycle stretched to fit the "life" time 8 : Display sprites at 50% opacity 16 : Spawn sprites on a flat plane instead of in cube |
uint8 | life | Time to display sprites (seconds * 0.1 +/- some random amount) |
No API function exists as of SC 5.02
void te_firefield(Vector pos, uint16 radius=128,
string sprite="sprites/grenade.spr", uint8 count=128,
uint8 flags=30, uint8 life=5,
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_FIREFIELD);
m.WriteCoord(pos.x);
m.WriteCoord(pos.y);
m.WriteCoord(pos.z);
m.WriteShort(radius);
m.WriteShort(g_EngineFuncs.ModelIndex(sprite));
m.WriteByte(count);
m.WriteByte(flags);
m.WriteByte(life);
m.End();
}