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TE_SPRITETRAIL
GeckoN edited this page Jan 31, 2017
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4 revisions
Spawns sprites along a line or from a single point. Sprites collide with the world, fall to the ground, and eventually fadeout.
Type | Name | Description |
---|---|---|
Vector | start | Spawn line start |
Vector | end | Spawn line end (can be same as start) |
string | sprite | Sprite to display |
uint8 | count | Number of sprites to spawn |
uint8 | life | Time to wait before fading out (seconds * 0.1) |
uint8 | scale | Sprite scale * 0.1 |
uint8 | speed | Initial speed (direction = start -> end). Has no effect if the start and end points are the same. |
uint8 | speedNoise | Amount to randomize speed and direction |
No API function exists as of SC 5.02
void te_spritetrail(Vector start, Vector end,
string sprite="sprites/hotglow.spr", uint8 count=2, uint8 life=0,
uint8 scale=1, uint8 speed=16, uint8 speedNoise=8,
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_SPRITETRAIL);
m.WriteCoord(start.x);
m.WriteCoord(start.y);
m.WriteCoord(start.z);
m.WriteCoord(end.x);
m.WriteCoord(end.y);
m.WriteCoord(end.z);
m.WriteShort(g_EngineFuncs.ModelIndex(sprite));
m.WriteByte(count);
m.WriteByte(life);
m.WriteByte(scale);
m.WriteByte(speedNoise);
m.WriteByte(speed);
m.End();
}