TE BEAMENTS
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An additive sprite beam between two moving entities.
void te_beaments(CBaseEntity@ start, CBaseEntity@ end,
string sprite="sprites/laserbeam.spr", int frameStart=0,
int frameRate=100, int life=10, int width=32, int noise=1,
RGBA c=RGBA_PURPLE, int scroll=32,
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_BEAMENTS);
m.WriteShort(start.entindex());
m.WriteShort(end.entindex());
m.WriteShort(g_EngineFuncs.ModelIndex(sprite));
m.WriteByte(frameStart);
m.WriteByte(frameRate);
m.WriteByte(life);
m.WriteByte(width);
m.WriteByte(noise);
m.WriteByte(c.r);
m.WriteByte(c.g);
m.WriteByte(c.b);
m.WriteByte(c.a); // actually brightness
m.WriteByte(scroll);
m.End();
}
- CBaseEntity@ start Entity target for the beam to follow (start)
- CBaseEntity@ end Entity target for the beam to follow (end)
- string sprite Sprite used to display the beam
- uint8 frameStart Starting frame for the beam sprite
- uint8 frameRate Frame rate of the beam sprite (FPS * 0.1)
- uint8 life How long to display the beam (seconds * 0.1)
- uint8 width Width of the beam (units * 0.1)
- uint8 noise Noise amplitude (units * 0.1)
- RGBA c Beam color and brightness
- uint8 scroll Scroll rate of the beam sprite
