Difference between revisions of "TE DLIGHT"
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* <code>uint8 life</code> Time to display the light (seconds * 0.1) | * <code>uint8 life</code> Time to display the light (seconds * 0.1) | ||
* <code>uint8 decayRate</code> Light fade speed | * <code>uint8 decayRate</code> Light fade speed | ||
| + | [[Category:Scripting]] | ||
Revision as of 19:02, 7 July 2025
A spherical dynamic light that fades over time and only affects point entities. This appears to be the same effect used with the EF_MUZZLEFLASH effect (seen with the gauss gun primary fire).
void te_dlight(Vector pos, uint8 radius=32, RGBA c=RGBA_PURPLE,
uint8 life=255, uint8 decayRate=50,
NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
m.WriteByte(TE_DLIGHT);
m.WriteCoord(pos.x);
m.WriteCoord(pos.y);
m.WriteCoord(pos.z);
m.WriteByte(radius);
m.WriteByte(c.r);
m.WriteByte(c.g);
m.WriteByte(c.b);
m.WriteByte(life);
m.WriteByte(decayRate);
m.End();
}
Vector posCenter point for the effectfloat radiusRadius of the light sphereRGBA cLight coloruint8 lifeTime to display the light (seconds * 0.1)uint8 decayRateLight fade speed
