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TE_MULTIGUNSHOT
GeckoN edited this page Jan 31, 2017
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4 revisions
Applies multiple decals on the targgeted surface (brush entity or world). A ricochet sound effect is played if count is >= 3. No tracers are shown and monsters are ignored.
Unlike the other decal methods, the position of a decal is determined by the intersection of a shoot vector and a wall.
Type | Name | Description |
---|---|---|
Vector | pos | Location to shoot from |
Vector | dir | Shoot direction |
float | spreadX | Amount to randomize direction for each trace/decal (horizontal) |
float | spreadY | Amount to randomize direction for each trace/decal (vertical) |
uint8 | count | Number of bullets to shoot / decals to apply |
string | decal | Texture name from decals.wad |
No API function exists as of SC 5.02
void te_multigunshot(Vector pos, Vector dir, float spreadX=512.0f,
float spreadY=512.0f, uint8 count=8, string decal="{shot4",
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_MULTIGUNSHOT);
m.WriteCoord(pos.x);
m.WriteCoord(pos.y);
m.WriteCoord(pos.z);
m.WriteCoord(dir.x);
m.WriteCoord(dir.y);
m.WriteCoord(dir.z);
m.WriteCoord(spreadX);
m.WriteCoord(spreadY);
m.WriteByte(count);
m.WriteByte(g_EngineFuncs.DecalIndex(decal));
m.End();
}