TE BEAMRING
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A circular beam drawn between two moving entities. Unlike the other circular beam effects, this one can be rotated to different orientations.
void te_beamring(CBaseEntity@ start, CBaseEntity@ end, string sprite="sprites/laserbeam.spr", uint8 startFrame=0, uint8 frameRate=16, uint8 life=8, uint8 width=8, uint8 noise=0, Color c=PURPLE, uint8 scrollSpeed=0, NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_BEAMRING); m.WriteShort(start.entindex()); m.WriteShort(end.entindex()); m.WriteShort(g_EngineFuncs.ModelIndex(sprite)); m.WriteByte(startFrame); 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); m.WriteByte(scrollSpeed); m.End(); }
Type | Name | Description |
---|---|---|
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 draw the beam |
uint8 | startFrame | Starting frame for the beam sprite |
uint8 | frameRate | Frame rate of the beam sprite (FPS * 0.1) |
uint8 | life | Time to display the beam (seconds * 0.1) |
uint8 | width | Width of the beam / height of the torus |
uint8 | noise | Noise amplitude of the beam (units * 0.1) |
Color | c | Color of the beam sprite |
uint8 | scrollSpeed | Scroll speed of the beam sprite |