TE MULTIGUNSHOT
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Applies multiple decals on the targgeted surface (brush entity or world). A ricochet sound effect is played if count is >= 3. No tracers are shown and monsters are ignored.
Unlike the other decal methods, the position of a decal is determined by the intersection of a shoot vector and a wall.
void te_multigunshot(Vector pos, Vector dir, float spreadX=512.0f, float spreadY=512.0f, uint8 count=8, string decal="{shot4", NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_MULTIGUNSHOT); m.WriteCoord(pos.x); m.WriteCoord(pos.y); m.WriteCoord(pos.z); m.WriteCoord(dir.x); m.WriteCoord(dir.y); m.WriteCoord(dir.z); m.WriteCoord(spreadX); m.WriteCoord(spreadY); m.WriteByte(count); m.WriteByte(g_EngineFuncs.DecalIndex(decal)); m.End(); }
- Vector pos Location to shoot from
- Vector dir Shoot direction
- float spreadX Amount to randomize direction for each trace/decal (horizontal)
- float spreadY Amount to randomize direction for each trace/decal (vertical)
- uint8 count Number of bullets to shoot / decals to apply
- string decal Texture name from decals.wad