TE BEAMCYLINDER
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A ring-shaped beam that expands over time. The orientation of the cylinder can't be changed.
void te_beamcylinder(Vector pos, float radius, string sprite="sprites/laserbeam.spr", uint8 startFrame=0, uint8 frameRate=16, uint8 life=8, uint8 width=8, uint8 noise=0, RGBA c=RGBA_PURPLE, uint8 scrollSpeed=0, NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_BEAMCYLINDER); m.WriteCoord(pos.x); m.WriteCoord(pos.y); m.WriteCoord(pos.z); m.WriteCoord(pos.x); m.WriteCoord(pos.y); m.WriteCoord(pos.z + radius); 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(); }
- Vector pos Center point of the cylinder
- float radius Max radius of the cylinder
- 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) (has no effect)
- uint8 life Time to display the beam (seconds * 0.1)
- uint8 width Width of the beam / height of the cylinder
- uint8 noise Noise amplitude of the beam (units * 0.1) (has no effect)
- RGBA c Color of the beam sprite
- uint8 scrollSpeed Scroll speed of the beam sprite (has no effect)