Various minor things done to project files Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way) Updated regex project file and makefile --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
		
			
				
	
	
		
			459 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			PHP
		
	
	
	
	
	
			
		
		
	
	
			459 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			PHP
		
	
	
	
	
	
| /**
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|  * vim: set ts=4 :
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|  * =============================================================================
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|  * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
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|  * =============================================================================
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|  *
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|  * This file is part of the SourceMod/SourcePawn SDK.
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|  *
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|  * This program is free software; you can redistribute it and/or modify it under
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|  * the terms of the GNU General Public License, version 3.0, as published by the
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|  * Free Software Foundation.
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|  * 
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|  * This program is distributed in the hope that it will be useful, but WITHOUT
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|  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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|  * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
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|  * details.
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|  *
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|  * You should have received a copy of the GNU General Public License along with
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|  * this program.  If not, see <http://www.gnu.org/licenses/>.
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|  *
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|  * As a special exception, AlliedModders LLC gives you permission to link the
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|  * code of this program (as well as its derivative works) to "Half-Life 2," the
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|  * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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|  * by the Valve Corporation.  You must obey the GNU General Public License in
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|  * all respects for all other code used.  Additionally, AlliedModders LLC grants
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|  * this exception to all derivative works.  AlliedModders LLC defines further
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|  * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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|  * or <http://www.sourcemod.net/license.php>.
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|  *
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|  * Version: $Id$
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|  */
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| 
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| #if defined _te_stocks_included
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|  #endinput
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| #endif
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| #define _te_stocks_included
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| 
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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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| 
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| /**
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|  * @endsection
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|  */
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| 
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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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| 
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| /**
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|  * @endsection
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|  */
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| 
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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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|  * @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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| {
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| 	TE_Start("Sparks");
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| 	TE_WriteVector("m_vecOrigin[0]", pos);
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| 	TE_WriteVector("m_vecDir", dir);
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| 	TE_WriteNum("m_nMagnitude", Magnitude);
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| 	TE_WriteNum("m_nTrailLength", TrailLength);
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| }
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| 
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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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|  * @noreturn
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|  */
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| stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, 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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| 	TE_WriteNum("m_nModelIndex", Model);
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| 	TE_WriteFloat("m_fScale", Scale);
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| 	TE_WriteNum("m_nFrameRate", FrameRate);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("Dust");
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| 	TE_WriteVector("m_vecOrigin[0]", pos);
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| 	TE_WriteVector("m_vecDirection", dir);
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| 	TE_WriteFloat("m_flSize", Size);
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| 	TE_WriteFloat("m_flSpeed", Speed);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("MuzzleFlash");
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| 	TE_WriteVector("m_vecOrigin", pos);
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| 	TE_WriteVector("m_vecAngles", angles);
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| 	TE_WriteFloat("m_flScale", Scale);
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| 	TE_WriteNum("m_nType", Type);
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| }
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| 
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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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|  * @noreturn
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|  */
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| stock 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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| 	TE_WriteVector("m_vecDir", dir);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("Energy Splash");
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| 	TE_WriteVector("m_vecPos", pos);
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| 	TE_WriteVector("m_vecDir", dir);
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| 	TE_WriteNum("m_bExplosive", Explosive);
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| }
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| 
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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			Directon of the armor ricochet.
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|  * @noreturn
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|  */
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| stock 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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| 	TE_WriteVector("m_vecDir", dir);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("GlowSprite");
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| 	TE_WriteVector("m_vecOrigin", pos);
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| 	TE_WriteNum("m_nModelIndex", Model);
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| 	TE_WriteFloat("m_fScale", Size);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteNum("m_nBrightness", Brightness);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("Explosion");
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| 	TE_WriteVector("m_vecOrigin[0]", pos);
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| 	TE_WriteVector("m_vecNormal", normal);
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| 	TE_WriteNum("m_nModelIndex", Model);
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| 	TE_WriteFloat("m_fScale", Scale);
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| 	TE_WriteNum("m_nFrameRate", Framerate);
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| 	TE_WriteNum("m_nFlags", Flags);
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| 	TE_WriteNum("m_nRadius", Radius);
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| 	TE_WriteNum("m_nMagnitude", Magnitude);
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| 	TE_WriteNum("m_chMaterialType", MaterialType);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("Blood Sprite");
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| 	TE_WriteVector("m_vecOrigin", pos);
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| 	TE_WriteVector("m_vecDirection", dir);
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| 	TE_WriteNum("r", color[0]);
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| 	TE_WriteNum("g", color[1]);
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| 	TE_WriteNum("b", color[2]);
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| 	TE_WriteNum("a", color[3]);
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| 	TE_WriteNum("m_nSize", Size);
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| 	TE_WriteNum("m_nSprayModel", SprayModel);
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| 	TE_WriteNum("m_nDropModel", BloodDropModel);
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| }
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| 
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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		Initital 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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|  * @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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| {
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| 	TE_Start("BeamRingPoint");
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| 	TE_WriteVector("m_vecCenter", center);
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| 	TE_WriteFloat("m_flStartRadius", Start_Radius);
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| 	TE_WriteFloat("m_flEndRadius", End_Radius);
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| 	TE_WriteNum("m_nModelIndex", ModelIndex);
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| 	TE_WriteNum("m_nHaloIndex", HaloIndex);
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| 	TE_WriteNum("m_nStartFrame", StartFrame);
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| 	TE_WriteNum("m_nFrameRate", FrameRate);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteFloat("m_fWidth", Width);
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| 	TE_WriteFloat("m_fEndWidth", Width);
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| 	TE_WriteFloat("m_fAmplitude", Amplitude);
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| 	TE_WriteNum("r", Color[0]);
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| 	TE_WriteNum("g", Color[1]);
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| 	TE_WriteNum("b", Color[2]);
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| 	TE_WriteNum("a", Color[3]);
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| 	TE_WriteNum("m_nSpeed", Speed);
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| 	TE_WriteNum("m_nFlags", Flags);
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| 	TE_WriteNum("m_nFadeLength", 0);
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| }
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| 
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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		Initital 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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|  * @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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| {
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| 	TE_Start("BeamPoints");
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| 	TE_WriteVector("m_vecStartPoint", start);
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| 	TE_WriteVector("m_vecEndPoint", end);
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| 	TE_WriteNum("m_nModelIndex", ModelIndex);
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| 	TE_WriteNum("m_nHaloIndex", HaloIndex);
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| 	TE_WriteNum("m_nStartFrame", StartFrame);
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| 	TE_WriteNum("m_nFrameRate", FrameRate);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteFloat("m_fWidth", Width);
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| 	TE_WriteFloat("m_fEndWidth", EndWidth);
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| 	TE_WriteFloat("m_fAmplitude", Amplitude);
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| 	TE_WriteNum("r", Color[0]);
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| 	TE_WriteNum("g", Color[1]);
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| 	TE_WriteNum("b", Color[2]);
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| 	TE_WriteNum("a", Color[3]);
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| 	TE_WriteNum("m_nSpeed", Speed);
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| 	TE_WriteNum("m_nFadeLength", FadeLength);
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| }
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| 
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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		Initital 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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|  * @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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| {
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| 	TE_Start("BeamLaser");
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| 	TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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| 	TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
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| 	TE_WriteNum("m_nModelIndex", ModelIndex);
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| 	TE_WriteNum("m_nHaloIndex", HaloIndex);
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| 	TE_WriteNum("m_nStartFrame", StartFrame);
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| 	TE_WriteNum("m_nFrameRate", FrameRate);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteFloat("m_fWidth", Width);
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| 	TE_WriteFloat("m_fEndWidth", EndWidth);
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| 	TE_WriteFloat("m_fAmplitude", Amplitude);
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| 	TE_WriteNum("r", Color[0]);
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| 	TE_WriteNum("g", Color[1]);
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| 	TE_WriteNum("b", Color[2]);
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| 	TE_WriteNum("a", Color[3]);
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| 	TE_WriteNum("m_nSpeed", Speed);
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| 	TE_WriteNum("m_nFadeLength", FadeLength);
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| }
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| 
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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		Initital 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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|  * @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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| {
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| 	TE_Start("BeamRing");
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| 	TE_WriteEncodedEnt("m_nStartEntity", StartEntity);
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| 	TE_WriteEncodedEnt("m_nEndEntity", EndEntity);
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| 	TE_WriteNum("m_nModelIndex", ModelIndex);
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| 	TE_WriteNum("m_nHaloIndex", HaloIndex);
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| 	TE_WriteNum("m_nStartFrame", StartFrame);
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| 	TE_WriteNum("m_nFrameRate", FrameRate);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteFloat("m_fWidth", Width);
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| 	TE_WriteFloat("m_fEndWidth", Width);
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| 	TE_WriteFloat("m_fAmplitude", Amplitude);
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| 	TE_WriteNum("r", Color[0]);
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| 	TE_WriteNum("g", Color[1]);
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| 	TE_WriteNum("b", Color[2]);
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| 	TE_WriteNum("a", Color[3]);
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| 	TE_WriteNum("m_nSpeed", Speed);
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| 	TE_WriteNum("m_nFadeLength", 0);
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| 	TE_WriteNum("m_nFlags", Flags);
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| }
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| 
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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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|  * @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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| {
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| 	TE_Start("BeamFollow");
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| 	TE_WriteEncodedEnt("m_iEntIndex", EntIndex);
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| 	TE_WriteNum("m_nModelIndex", ModelIndex);
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| 	TE_WriteNum("m_nHaloIndex", HaloIndex);
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| 	TE_WriteNum("m_nStartFrame", 0);
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| 	TE_WriteNum("m_nFrameRate", 0);
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| 	TE_WriteFloat("m_fLife", Life);
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| 	TE_WriteFloat("m_fWidth", Width);
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| 	TE_WriteFloat("m_fEndWidth", EndWidth);
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| 	TE_WriteNum("m_nFadeLength", FadeLength);
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| 	TE_WriteNum("r", Color[0]);
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| 	TE_WriteNum("g", Color[1]);
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| 	TE_WriteNum("b", Color[2]);
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| 	TE_WriteNum("a", Color[3]);
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| }
 |