|
new origin[3]
get_user_origin(id, origin)
new blast_cir = get_pcvar_num(g_cvar_radius)
// blast circles
message_begin(MSG_PAS, SVC_TEMPENTITY, origin)
write_byte(TE_BEAMCYLINDER)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 16)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 16 + blast_cir)
write_short(m_iSpriteTexture)
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(6) // life
write_byte(16) // width
write_byte(0) // noise
write_byte(188)
write_byte(220)
write_byte(255)
write_byte(255) //brightness
write_byte(0) // speed
message_end()
message_begin(MSG_PAS, SVC_TEMPENTITY, origin)
write_byte(TE_BEAMCYLINDER)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 16)
write_coord(origin[0])
write_coord(origin[1])
write_coord(origin[2] - 16 + blast_cir / 2)
write_short(m_iSpriteTexture)
write_byte(0) // startframe
write_byte(0) // framerate
write_byte(6) // life
write_byte(16) // width
write_byte(0) // noise
write_byte(188)
write_byte(220)
write_byte(255)
write_byte(255) //brightness
write_byte(0) // speed
message_end()
// random explosions
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_EXPLOSION) // This just makes a dynamic light now
write_coord(origin[0] + random_num(-100, 100))
write_coord(origin[1] + random_num(-100, 100))
write_coord(origin[2] + random_num(-50, 50))
write_short(g_sModelIndexFireball)
write_byte(random_num(20, 40)) // scale * 10
write_byte(12) // framerate
write_byte(TE_EXPLFLAG_NONE)
message_end()
// lots of smoke
message_begin(MSG_PVS, SVC_TEMPENTITY, origin)
write_byte(TE_SMOKE)
write_coord(origin[0] + random_num(-100, 100))
write_coord(origin[1] + random_num(-100, 100))
write_coord(origin[2] + random_num(-50, 50))
write_short(g_sModelIndexSmoke)
write_byte(60) // scale * 10
write_byte(10) // framerate
message_end()
set_task(0.5, "bum", id)
}
|
|