Update spcomp and includes to latest 1.10-fork
disable warning 241: Array-based enum structs will be removed in 1.11
This commit is contained in:
+127
-127
@@ -38,15 +38,15 @@
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/**
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* @section TE Explosion flags.
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*/
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#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
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#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
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#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
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#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
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#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
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#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
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#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
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#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
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#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
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#define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */
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#define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */
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#define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */
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#define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */
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#define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */
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#define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */
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#define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */
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#define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */
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#define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */
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/**
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* @endsection
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@@ -55,22 +55,22 @@
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/**
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* @section TE Beam flags.
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*/
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#define FBEAM_STARTENTITY 0x00000001
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#define FBEAM_ENDENTITY 0x00000002
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#define FBEAM_FADEIN 0x00000004
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#define FBEAM_FADEOUT 0x00000008
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#define FBEAM_SINENOISE 0x00000010
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#define FBEAM_SOLID 0x00000020
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#define FBEAM_SHADEIN 0x00000040
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#define FBEAM_SHADEOUT 0x00000080
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#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
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#define FBEAM_NOTILE 0x00000200
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#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
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#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
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#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
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#define FBEAM_ISACTIVE 0x00002000
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#define FBEAM_FOREVER 0x00004000
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#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
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#define FBEAM_STARTENTITY 0x00000001
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#define FBEAM_ENDENTITY 0x00000002
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#define FBEAM_FADEIN 0x00000004
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#define FBEAM_FADEOUT 0x00000008
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#define FBEAM_SINENOISE 0x00000010
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#define FBEAM_SOLID 0x00000020
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#define FBEAM_SHADEIN 0x00000040
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#define FBEAM_SHADEOUT 0x00000080
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#define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */
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#define FBEAM_NOTILE 0x00000200
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#define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */
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#define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */
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#define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */
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#define FBEAM_ISACTIVE 0x00002000
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#define FBEAM_FOREVER 0x00004000
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#define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */
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/**
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* @endsection
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@@ -79,10 +79,10 @@
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/**
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* Sets up a sparks effect.
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*
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* @param pos Position of the sparks.
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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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* @param pos Position of the sparks.
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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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*/
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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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@@ -96,10 +96,10 @@ stock void TE_SetupSparks(const float pos[3], const float dir[3], int Magnitude,
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/**
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* Sets up a smoke effect.
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*
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* @param pos Position of the smoke.
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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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* @param pos Position of the smoke.
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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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*/
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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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@@ -113,10 +113,10 @@ stock void TE_SetupSmoke(const float pos[3], int Model, float Scale, int FrameRa
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/**
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* Sets up a dust cloud effect.
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*
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* @param pos Position of the dust.
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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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* @param pos Position of the dust.
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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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*/
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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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@@ -130,10 +130,10 @@ stock void TE_SetupDust(const float pos[3], const float dir[3], float Size, floa
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/**
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* Sets up a muzzle flash effect.
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*
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* @param pos Position of the muzzle flash.
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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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* @param pos Position of the muzzle flash.
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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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*/
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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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@@ -147,8 +147,8 @@ stock void TE_SetupMuzzleFlash(const float pos[3], const float angles[3], float
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/**
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* Sets up a metal sparks effect.
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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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* @param pos Position of the metal sparks.
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* @param dir Direction of the metal sparks.
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*/
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stock void TE_SetupMetalSparks(const float pos[3], const float dir[3])
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{
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@@ -160,9 +160,9 @@ stock void TE_SetupMetalSparks(const float pos[3], const float dir[3])
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/**
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* Sets up an energy splash effect.
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*
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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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* @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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*/
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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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@@ -175,8 +175,8 @@ stock void TE_SetupEnergySplash(const float pos[3], const float dir[3], bool Exp
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/**
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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 Direction of the armor ricochet.
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* @param pos Position of the armor ricochet.
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* @param dir Direction of the armor ricochet.
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*/
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stock void TE_SetupArmorRicochet(const float pos[3], const float dir[3])
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{
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@@ -188,11 +188,11 @@ stock void TE_SetupArmorRicochet(const float pos[3], const float dir[3])
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/**
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* Sets up a glowing sprite effect.
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*
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* @param pos Position of the sprite.
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* @param Model Precached model index.
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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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* @param pos Position of the sprite.
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* @param Model Precached model index.
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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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*/
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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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@@ -207,15 +207,15 @@ stock void TE_SetupGlowSprite(const float pos[3], int Model, float Life, float S
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/**
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* Sets up a explosion effect.
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*
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* @param pos Explosion position.
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* @param Model Precached model index.
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* @param Scale Explosion scale.
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* @param Framerate Explosion frame rate.
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* @param Flags Explosion flags.
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* @param Radius Explosion radius.
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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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* @param pos Explosion position.
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* @param Model Precached model index.
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* @param Scale Explosion scale.
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* @param Framerate Explosion frame rate.
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* @param Flags Explosion flags.
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* @param Radius Explosion radius.
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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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*/
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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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@@ -234,12 +234,12 @@ stock void TE_SetupExplosion(const float pos[3], int Model, float Scale, int Fra
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/**
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* Sets up a blood sprite effect.
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*
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* @param pos Position of the sprite.
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* @param dir Sprite direction.
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* @param color Color array (r, g, b, a).
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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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* @param pos Position of the sprite.
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* @param dir Sprite direction.
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* @param color Color array (r, g, b, a).
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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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*/
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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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@@ -258,19 +258,19 @@ stock void TE_SetupBloodSprite(const float pos[3], const float dir[3], const int
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/**
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* Sets up a beam ring point effect.
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*
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* @param center Center position of the ring.
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* @param Start_Radius Initial ring radius.
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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 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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* @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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* @param Flags Beam flags.
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* @param center Center position of the ring.
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* @param Start_Radius Initial ring radius.
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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 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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* @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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* @param Flags Beam flags.
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*/
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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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@@ -299,19 +299,19 @@ stock void TE_SetupBeamRingPoint(const float center[3], float Start_Radius, floa
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/**
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* Sets up a point to point beam effect.
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*
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* @param start Start position of the beam.
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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 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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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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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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* @param start Start position of the beam.
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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 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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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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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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*/
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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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@@ -338,19 +338,19 @@ stock void TE_SetupBeamPoints(const float start[3], const float end[3], int Mode
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/**
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* Sets up an entity to entity laser effect.
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*
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* @param StartEntity Entity index from where the beam starts.
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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 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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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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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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* @param StartEntity Entity index from where the beam starts.
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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 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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* @param EndWidth Final beam width.
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* @param FadeLength Beam fade time duration.
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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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*/
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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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@@ -377,18 +377,18 @@ stock void TE_SetupBeamLaser(int StartEntity, int EndEntity, int ModelIndex, int
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/**
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* Sets up a beam ring effect.
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*
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* @param StartEntity Entity index from where the ring starts.
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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 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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* @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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* @param Flags Beam flags.
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* @param StartEntity Entity index from where the ring starts.
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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 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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* @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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* @param Flags Beam flags.
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*/
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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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@@ -415,14 +415,14 @@ stock void TE_SetupBeamRing(int StartEntity, int EndEntity, int ModelIndex, int
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/**
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* Sets up a follow beam effect.
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*
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* @param EntIndex Entity index from where the beam starts.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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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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* @param EntIndex Entity index from where the beam starts.
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* @param ModelIndex Precached model index.
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* @param HaloIndex Precached model index.
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* @param Life Time duration of the beam.
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* @param Width Initial beam width.
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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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*/
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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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