Updated includes and spcomp to SourceMod 1.9
This commit is contained in:
+23
-38
@@ -83,9 +83,8 @@
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* @param dir Direction of the sparks.
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* @param Magnitude Sparks size.
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* @param TrailLength Trail lenght of the sparks.
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* @noreturn
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*/
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stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength)
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stock void TE_SetupSparks(const float pos[3], const float dir[3], int Magnitude, int TrailLength)
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{
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TE_Start("Sparks");
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TE_WriteVector("m_vecOrigin[0]", pos);
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@@ -101,9 +100,8 @@ stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLen
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* @param Model Precached model index.
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* @param Scale Scale of the smoke.
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* @param FrameRate Frame rate of the smoke.
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* @noreturn
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*/
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stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
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stock void TE_SetupSmoke(const float pos[3], int Model, float Scale, int FrameRate)
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{
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TE_Start("Smoke");
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TE_WriteVector("m_vecOrigin", pos);
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@@ -119,9 +117,8 @@ stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate)
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* @param dir Direction of the dust.
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* @param Size Dust cloud size.
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* @param Speed Dust cloud speed.
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* @noreturn
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*/
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stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed)
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stock void TE_SetupDust(const float pos[3], const float dir[3], float Size, float Speed)
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{
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TE_Start("Dust");
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TE_WriteVector("m_vecOrigin[0]", pos);
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@@ -137,9 +134,8 @@ stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Spe
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* @param angles Rotation angles of the muzzle flash.
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* @param Scale Scale of the muzzle flash.
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* @param Type Muzzle flash type to render (Mod specific).
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* @noreturn
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*/
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stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type)
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stock void TE_SetupMuzzleFlash(const float pos[3], const float angles[3], float Scale, int Type)
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{
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TE_Start("MuzzleFlash");
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TE_WriteVector("m_vecOrigin", pos);
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@@ -153,9 +149,8 @@ stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale
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*
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* @param pos Position of the metal sparks.
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* @param dir Direction of the metal sparks.
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* @noreturn
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*/
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stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
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stock void TE_SetupMetalSparks(const float pos[3], const float dir[3])
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{
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TE_Start("Metal Sparks");
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TE_WriteVector("m_vecPos", pos);
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@@ -168,9 +163,8 @@ stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3])
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* @param pos Position of the energy splash.
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* @param dir Direction of the energy splash.
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* @param Explosive Makes the effect explosive.
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* @noreturn
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*/
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stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive)
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stock void TE_SetupEnergySplash(const float pos[3], const float dir[3], bool Explosive)
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{
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TE_Start("Energy Splash");
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TE_WriteVector("m_vecPos", pos);
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@@ -182,10 +176,9 @@ stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosiv
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* Sets up an armor ricochet effect.
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*
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* @param pos Position of the armor ricochet.
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* @param dir Directon of the armor ricochet.
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* @noreturn
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* @param dir Direction of the armor ricochet.
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*/
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stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
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stock void TE_SetupArmorRicochet(const float pos[3], const float dir[3])
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{
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TE_Start("Armor Ricochet");
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TE_WriteVector("m_vecPos", pos);
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@@ -200,9 +193,8 @@ stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3])
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* @param Life Time duration of the sprite.
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* @param Size Sprite size.
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* @param Brightness Sprite brightness.
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* @noreturn
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*/
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stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness)
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stock void TE_SetupGlowSprite(const float pos[3], int Model, float Life, float Size, int Brightness)
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{
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TE_Start("GlowSprite");
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TE_WriteVector("m_vecOrigin", pos);
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@@ -224,9 +216,8 @@ stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brig
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* @param Magnitude Explosion size.
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* @param normal Normal vector to the explosion.
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* @param MaterialType Exploded material type.
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* @noreturn
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*/
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stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C')
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stock void TE_SetupExplosion(const float pos[3], int Model, float Scale, int Framerate, int Flags, int Radius, int Magnitude, const float normal[3]={0.0, 0.0, 1.0}, int MaterialType='C')
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{
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TE_Start("Explosion");
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TE_WriteVector("m_vecOrigin[0]", pos);
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@@ -249,9 +240,8 @@ stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags
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* @param Size Sprite size.
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* @param SprayModel Precached model index.
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* @param BloodDropModel Precached model index.
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* @noreturn
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*/
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stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel)
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stock void TE_SetupBloodSprite(const float pos[3], const float dir[3], const int color[4], int Size, int SprayModel, int BloodDropModel)
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{
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TE_Start("Blood Sprite");
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TE_WriteVector("m_vecOrigin", pos);
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@@ -273,7 +263,7 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4]
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* @param End_Radius Final ring radius.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param StartFrame Initial frame to render.
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* @param FrameRate Ring frame rate.
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* @param Life Time duration of the ring.
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* @param Width Beam width.
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@@ -281,10 +271,9 @@ stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4]
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* @param Color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @param Flags Beam flags.
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* @noreturn
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*/
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stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame,
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FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
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stock void TE_SetupBeamRingPoint(const float center[3], float Start_Radius, float End_Radius, int ModelIndex, int HaloIndex, int StartFrame,
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int FrameRate, float Life, float Width, float Amplitude, const int Color[4], int Speed, int Flags)
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{
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TE_Start("BeamRingPoint");
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TE_WriteVector("m_vecCenter", center);
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@@ -314,7 +303,7 @@ stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End
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* @param end End position of the beam.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param StartFrame Initial frame to render.
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* @param FrameRate Beam frame rate.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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@@ -323,10 +312,9 @@ stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End
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* @param Amplitude Beam amplitude.
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* @param Color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @noreturn
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*/
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stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
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Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
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stock void TE_SetupBeamPoints(const float start[3], const float end[3], int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life,
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float Width, float EndWidth, int FadeLength, float Amplitude, const int Color[4], int Speed)
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{
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TE_Start("BeamPoints");
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TE_WriteVector("m_vecStartPoint", start);
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@@ -354,7 +342,7 @@ stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, H
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* @param EndEntity Entity index from where the beam ends.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param StartFrame Initial frame to render.
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* @param FrameRate Beam frame rate.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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@@ -363,10 +351,9 @@ stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, H
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* @param Amplitude Beam amplitude.
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* @param Color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @noreturn
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*/
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stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life,
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Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed)
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stock void TE_SetupBeamLaser(int StartEntity, int EndEntity, int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life,
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float Width, float EndWidth, int FadeLength, float Amplitude, const int Color[4], int Speed)
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{
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TE_Start("BeamLaser");
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TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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@@ -394,7 +381,7 @@ stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFram
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* @param EndEntity Entity index from where the ring ends.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param StartFrame Initital frame to render.
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* @param StartFrame Initial frame to render.
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* @param FrameRate Ring frame rate.
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* @param Life Time duration of the ring.
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* @param Width Beam width.
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@@ -402,9 +389,8 @@ stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFram
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* @param Color Color array (r, g, b, a).
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* @param Speed Speed of the beam.
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* @param Flags Beam flags.
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* @noreturn
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*/
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stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
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stock void TE_SetupBeamRing(int StartEntity, int EndEntity, int ModelIndex, int HaloIndex, int StartFrame, int FrameRate, float Life, float Width, float Amplitude, const int Color[4], int Speed, int Flags)
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{
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TE_Start("BeamRing");
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TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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@@ -437,9 +423,8 @@ stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame
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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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* @param Color Color array (r, g, b, a).
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* @noreturn
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*/
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stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4])
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stock void TE_SetupBeamFollow(int EntIndex, int ModelIndex, int HaloIndex, float Life, float Width, float EndWidth, int FadeLength, const int Color[4])
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{
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TE_Start("BeamFollow");
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TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
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