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View Full Version : ES Tools Effect Translations



ZERO
07-07-2012, 12:19 PM
Here is what es tools effect translates to what TE call.

---------- Post added at 12:55 PM ---------- Previous post was at 12:53 PM ----------


est_Effect_01 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>

USES: TE_SetupArmorRicochet


stock ProcessEffect101(Handle:pack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0])
effectVector1[1] = StringToFloat(vecExplode[1])
effectVector1[2] = StringToFloat(vecExplode[2])

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0])
effectVector2[1] = StringToFloat(vecExplode[1])
effectVector2[2] = StringToFloat(vecExplode[2])

TE_SetupArmorRicochet(effectVector1, effectVector2);
CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 12:57 PM ---------- Previous post was at 12:55 PM ----------


est_Effect_02 <player Filter> <delay> <model> <start ent> <start position 'X,Y,Z'> <end ent> <end position 'X,Y,Z'> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>

USES: BeamEntPoint


stock ProcessEffect102(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
new startEntity = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0])
effectVector1[1] = StringToFloat(vecExplode[1])
effectVector1[2] = StringToFloat(vecExplode[2])

ReadPackString(pack, buffer, sizeof(buffer))
new endEntity = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0])
effectVector2[1] = StringToFloat(vecExplode[1])
effectVector2[2] = StringToFloat(vecExplode[2])

ReadPackString(pack, buffer, sizeof(buffer))
new frameRate = StringToInt(buffer)

ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer)
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer)
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer)

ReadPackString(pack, buffer, sizeof(buffer))
new fadeLength = StringToInt(buffer)

ReadPackString(pack, buffer, sizeof(buffer))
new Float:amplitudeF = StringToFloat(buffer)

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer)
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer)
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer)
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer)

ReadPackString(pack, buffer, sizeof(buffer))
new speed = StringToInt(buffer)

TE_Start("BeamEntPoint")
TE_WriteNum("m_nHaloIndex", haloIndex)
TE_WriteNum("m_nModelIndex", modelIndex)
TE_WriteNum("m_nStartFrame", 0)
TE_WriteNum("m_nFrameRate", frameRate)
TE_WriteFloat("m_fLife", lifeF)
TE_WriteFloat("m_fWidth", widthF)
TE_WriteFloat("m_fEndWidth", endWidthF)
TE_WriteNum("m_nFadeLength", fadeLength)
TE_WriteFloat("m_fAmplitude", amplitudeF)
TE_WriteNum("m_nSpeed", speed)
TE_WriteNum("r", colorArray[0])
TE_WriteNum("g", colorArray[1])
TE_WriteNum("b", colorArray[2])
TE_WriteNum("a", colorArray[3])
TE_WriteNum("m_nStartEntity", startEntity)
TE_WriteNum("m_nEndEntity", endEntity)
TE_WriteVector("m_vecStartPoint", effectVector1)
TE_WriteVector("m_vecEndPoint", effectVector2)

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 12:59 PM ---------- Previous post was at 12:57 PM ----------


"est_Effect_03 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>"

USES: BeamEnts


stock ProcessEffect103(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

TE_Start("BeamEnts")
TE_WriteNum("m_nHaloIndex", haloIndex)
TE_WriteNum("m_nModelIndex", modelIndex)
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nStartEntity", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nEndEntity", StringToInt(buffer))
TE_WriteNum("m_nStartFrame", 0)
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFrameRate", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fLife", StringToFloat(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fWidth", StringToFloat(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fEndWidth", StringToFloat(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFadeLength", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fAmplitude", StringToFloat(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("r", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("g", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("b", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("a", StringToInt(buffer))
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nSpeed", StringToInt(buffer))

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:01 PM ---------- Previous post was at 12:59 PM ----------


est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width> <end width> <fade distance> <R> <G> <B> <A>

USES: TE_SetupBeamFollow


stock ProcessEffect104(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

ReadPackString(pack, buffer, sizeof(buffer))
new entity = StringToInt(buffer);
PrintToServer(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new fadeLength = StringToInt(buffer);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

TE_SetupBeamFollow(entity, modelIndex, haloIndex, lifeF, widthF, endWidthF, fadeLength, colorArray)

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:02 PM ---------- Previous post was at 01:01 PM ----------


est_effect_05 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>

USES: TE_SetupBeamLaser


stock ProcessEffect105(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

ReadPackString(pack, buffer, sizeof(buffer))
new startEntity = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new endEntity = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new frameRate = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new fadeLength = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:amplitudeF = StringToFloat(buffer);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new speed = StringToInt(buffer);

TE_SetupBeamLaser(startEntity, endEntity, modelIndex, haloIndex, 0, frameRate, lifeF, widthF, endWidthF, fadeLength, amplitudeF, colorArray, speed);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:04 PM ---------- Previous post was at 01:02 PM ----------


est_Effect_06 <player Filter> <delay> <model> <start position 'X,Y,Z'> <end position 'X,Y,Z'> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <speed>

USES: TE_SetupBeamPoints


stock ProcessEffect106(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer))
new frameRate = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new fadeLength = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:amplitudeF = StringToFloat(buffer)

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new speed = StringToInt(buffer);

TE_SetupBeamPoints(effectVector1, effectVector2, modelIndex, haloIndex, 0, frameRate, lifeF, widthF, endWidthF, fadeLength, amplitudeF, colorArray, speed);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:06 PM ---------- Previous post was at 01:04 PM ----------


est_Effect_07 <player Filter> <delay> <model> <start ent> <end ent> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed>

USES: BeamRing


stock ProcessEffect107(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

TE_Start("BeamRing");
TE_WriteNum("m_nModelIndex", modelIndex);
TE_WriteNum("m_nHaloIndex", haloIndex);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nStartEntity", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nEndEntity", StringToInt(buffer));
TE_WriteNum("m_nStartFrame", 0);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFrameRate", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fLife", StringToFloat(buffer));

ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
TE_WriteFloat("m_fWidth", widthF);
TE_WriteFloat("m_fEndWidth", widthF);

ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFadeLength", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fAmplitude", StringToFloat(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("r", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("g", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("b", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("a", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nSpeed", StringToInt(buffer));
TE_WriteNum("m_nFlags", 0);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:07 PM ---------- Previous post was at 01:06 PM ----------


est_Effect_08 <player Filter> <delay> <model> <center 'X,Y,Z'> <Start Radius> <End Radius> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed> <flags>

USES: BeamRingPoint


stock ProcessEffect108(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

TE_Start("BeamRingPoint");
TE_WriteVector("m_vecCenter", effectVector1);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_flStartRadius", StringToFloat(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_flEndRadius", StringToFloat(buffer));
TE_WriteNum("m_nModelIndex", modelIndex);
TE_WriteNum("m_nHaloIndex", haloIndex);
TE_WriteNum("m_nStartFrame", 0);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFrameRate", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fLife", StringToFloat(buffer));

ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer)
TE_WriteFloat("m_fWidth", widthF);
TE_WriteFloat("m_fEndWidth", widthF);

ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFadeLength", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fAmplitude", StringToFloat(buffer));

ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("r", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("g", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("b", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("a", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nSpeed", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFlags", StringToInt(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:08 PM ---------- Previous post was at 01:07 PM ----------


est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints 'X,Y,Z'>

USES: BeamSpline


stock ProcessEffect109(Handle:pack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

TE_Start("BeamSpline");
TE_WriteNum("m_nPoints", StringToInt(buffer));

ReadPackString(pack, buffer, sizeof(buffer))
ExplodeString(buffer,",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

TE_WriteVector("m_vecPoints", effectVector1);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:10 PM ---------- Previous post was at 01:08 PM ----------


est_Effect_10 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Size>

USES: TE_SetupBloodSprite


stock ProcessEffect110(Handle:pack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer))
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new size = StringToInt(buffer);

TE_SetupBloodSprite(effectVector1, effectVector2, colorArray, size, 0, 0) ;
//SprayModel, BloodDropModel)

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:12 PM ---------- Previous post was at 01:10 PM ----------


est_Effect_11 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Amount>

USES: Blood Stream


stock ProcessEffect111(Handle:pack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);

TE_Start("Blood Stream");
TE_WriteFloat("m_vecOrigin[0]", effectVector1[0]);
TE_WriteFloat("m_vecOrigin[1]", effectVector1[1]);
TE_WriteFloat("m_vecOrigin[2]", effectVector1[2]);
TE_WriteVector("m_vecDirection", effectVector2);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("r", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("g", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("b", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("a", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nAmount", StringToInt(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:13 PM ---------- Previous post was at 01:12 PM ----------


est_Effect_12 <player Filter> <delay> <model> <origin 'X,Y,Z'> <angle 'Pitch,Yaw,Roll'> <Size 'X,Y,Z'> <Velocity 'X,Y,Z'> <Randomization> <count> <time> <flags>

USES: Break Model


stock ProcessEffect112(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector3[3];
effectVector3[0] = StringToFloat(vecExplode[0]);
effectVector3[1] = StringToFloat(vecExplode[1]);
effectVector3[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector4[3];
effectVector4[0] = StringToFloat(vecExplode[0]);
effectVector4[1] = StringToFloat(vecExplode[1]);
effectVector4[2] = StringToFloat(vecExplode[2]);

TE_Start("Break Model");
TE_WriteVector("m_vecOrigin", effectVector1);
TE_WriteFloat("m_angRotation[0]", effectVector2[0]);
TE_WriteFloat("m_angRotation[1]", effectVector2[1]);
TE_WriteFloat("m_angRotation[2]", effectVector2[2]);
TE_WriteVector("m_vecSize", effectVector3);
TE_WriteVector("m_vecVelocity", effectVector4);
TE_WriteNum("m_nModelIndex", modelIndex);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nRandomization", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nCount", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fTime", StringToFloat(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nFlags", StringToInt(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:14 PM ---------- Previous post was at 01:13 PM ----------


est_Effect_13 <player Filter> <delay> <decal> <origin 'X,Y,Z'> <target entity index>

USES: BSP Decal


stock ProcessEffect113(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

TE_Start("BSP Decal")
TE_WriteVector("m_vecOrigin", effectVector1);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nEntity", StringToInt(buffer));
TE_WriteNum("m_nIndex", modelIndex);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:16 PM ---------- Previous post was at 01:14 PM ----------


est_Effect_14 <player Filter> <delay> <model> <Min 'X,Y,Z'> <Max 'X,Y,Z'> <heigth> <count> <speed>

USES: Bubbles


stock ProcessEffect114(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0]);
effectVector2[1] = StringToFloat(vecExplode[1]);
effectVector2[2] = StringToFloat(vecExplode[2]);

TE_Start("Bubbles");
TE_WriteVector("m_vecMins", effectVector1);
TE_WriteVector("m_vecMaxs", effectVector2);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fHeight", StringToFloat(buffer));
TE_WriteNum("m_nModelIndex", modelIndex);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nCount", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fSpeed", StringToFloat(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:18 PM ---------- Previous post was at 01:16 PM ----------


est_Effect_18 <player Filter> <delay> <Position 'X,Y,Z'> <R> <G> <B> <exponent> <radius> <time> <decay>

USES: Dynamic Light


stock ProcessEffect118(Handle:pack, String:cFilter[])
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

TE_Start("Dynamic Light");
TE_WriteVector("m_vecOrigin", effectVector1);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("r", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("g", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("b", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("exponent", StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fRadius", StringToFloat(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fTime", StringToFloat(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteFloat("m_fDecay", StringToFloat(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:19 PM ---------- Previous post was at 01:18 PM ----------


est_Effect_24 <player Filter> <delay> <model> <Position 'X,Y,Z'> <reversed>

USES: Large Funnel


stock ProcessEffect124(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]));
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0]);
effectVector1[1] = StringToFloat(vecExplode[1]);
effectVector1[2] = StringToFloat(vecExplode[2]);

TE_Start("Large Funnel");
TE_WriteFloat("m_vecOrigin[0]", effectVector1[0]);
TE_WriteFloat("m_vecOrigin[1]", effectVector1[1]);
TE_WriteFloat("m_vecOrigin[2]", effectVector1[2]);
TE_WriteNum("m_nModelIndex", modelIndex);
ReadPackString(pack, buffer, sizeof(buffer))
TE_WriteNum("m_nReversed", StringToInt(buffer));

CloseHandle(pack);
ProcessFilter(cFilter)
}

ZERO
07-07-2012, 12:28 PM
est_Effect 1 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>

USES: TE_SetupArmorRicochet


stock ProcessEffect1(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128],String:vecExplode[3][128];

ReadPackString(pack, buffer, sizeof(buffer));
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector1[3];
effectVector1[0] = StringToFloat(vecExplode[0])
effectVector1[1] = StringToFloat(vecExplode[1])
effectVector1[2] = StringToFloat(vecExplode[2])

ReadPackString(pack, buffer, sizeof(buffer))
ExplodeString(buffer, ",", vecExplode, sizeof(vecExplode), sizeof(vecExplode[]))
new Float:effectVector2[3];
effectVector2[0] = StringToFloat(vecExplode[0])
effectVector2[1] = StringToFloat(vecExplode[1])
effectVector2[2] = StringToFloat(vecExplode[2])

TE_SetupArmorRicochet(effectVector1, effectVector2);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:22 PM ---------- Previous post was at 01:21 PM ----------


est_Effect 3 <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>

USES: TE_SetupBeamPoints


stock ProcessEffect3(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

new Float:effectVector1[3];
ReadPackString(pack, buffer, sizeof(buffer))
PrintToServer(buffer)
effectVector1[0] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[1] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[2] = StringToFloat(buffer);

new Float:effectVector2[3];
ReadPackString(pack, buffer, sizeof(buffer))
effectVector2[0] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector2[1] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector2[2] = StringToFloat(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

TE_SetupBeamPoints(effectVector1, effectVector2, modelIndex, haloIndex, 0, 0, lifeF, widthF, endWidthF, 0, 0.0, colorArray, 0)

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:23 PM ---------- Previous post was at 01:22 PM ----------


est_Effect 4 <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>

USES: TE_SetupBeamFollow


stock ProcessEffect4(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

ReadPackString(pack, buffer, sizeof(buffer))
new client = GetClientOfUserId(StringToInt(buffer));
ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endWidthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new fadeLength = StringToInt(buffer);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

TE_SetupBeamFollow(client, modelIndex, haloIndex, lifeF, widthF, endWidthF, fadeLength, colorArray)

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:25 PM ---------- Previous post was at 01:23 PM ----------


est_Effect 7 <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>

USES: TE_SetupSmoke


stock ProcessEffect7(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

new Float:effectVector1[3];
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[0] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[1] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[2] = StringToFloat(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:scaleF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new frameRate = StringToInt(buffer);

TE_SetupSmoke(effectVector1, modelIndex, scaleF, frameRate);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:26 PM ---------- Previous post was at 01:25 PM ----------


est_Effect 10 <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

USES: BeamRingPoint


stock ProcessEffect10(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

new Float:effectVector1[3];
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[0] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[1] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[2] = StringToFloat(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:startRadiusF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:endRadiusF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:widthF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new spread = StringToInt(buffer); // frameRate
ReadPackString(pack, buffer, sizeof(buffer))
new Float:amplitudeF = StringToFloat(buffer);

new colorArray[4];
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[0] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[1] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[2] = StringToInt(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
colorArray[3] = StringToInt(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new speed = StringToInt(buffer);

TE_Start("BeamRingPoint");
TE_WriteVector("m_vecCenter", effectVector1);
TE_WriteFloat("m_flStartRadius", startRadiusF);
TE_WriteFloat("m_flEndRadius", endRadiusF);
TE_WriteNum("m_nModelIndex", modelIndex);
TE_WriteNum("m_nHaloIndex", haloIndex);
TE_WriteNum("m_nStartFrame", 0);
TE_WriteNum("m_nFrameRate", 0);
TE_WriteFloat("m_fLife", lifeF);
TE_WriteFloat("m_fWidth", widthF);
TE_WriteFloat("m_fEndWidth", widthF);
TE_WriteFloat("m_fAmplitude", amplitudeF);
TE_WriteNum("r", colorArray[0]);
TE_WriteNum("g", colorArray[1]);
TE_WriteNum("b", colorArray[2]);
TE_WriteNum("a", colorArray[3]);
TE_WriteNum("m_nSpeed", speed);
TE_WriteNum("m_nFlags", 0);
TE_WriteNum("m_nFadeLength", spread);

CloseHandle(pack);
ProcessFilter(cFilter)
}

---------- Post added at 01:28 PM ---------- Previous post was at 01:26 PM ----------


est_Effect 11 <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>

USES: TE_SetupGlowSprite


stock ProcessEffect11(Handle:pack, String:cFilter[], const modelIndex)
{
ResetPack(pack);
new String:buffer[128];

new Float:effectVector1[3];
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[0] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[1] = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
effectVector1[2] = StringToFloat(buffer);

ReadPackString(pack, buffer, sizeof(buffer))
new Float:lifeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new Float:sizeF = StringToFloat(buffer);
ReadPackString(pack, buffer, sizeof(buffer))
new brightness = StringToInt(buffer);

TE_SetupGlowSprite(effectVector1, modelIndex, lifeF, sizeF, brightness);

CloseHandle(pack);
ProcessFilter(cFilter)
}

ZERO
07-07-2012, 02:22 PM
I will be creating effect stocks based on this data to allow for faster conversion of effects written in es to sm. There will also be a stock set that will allow calling based on the est effect names and then run the correct stock or TE_ as needed.

For example there may be a function called Bubbles but also a function called est_effect_14 which references Bubbles. By having all reference functions in one include file called est_effects.inc it will be easy for users to locate the function they want to use.

ZERO
07-07-2012, 03:17 PM
I already have 3 forwards finished this really takes a lot of time to do. There is so many comments to write. Good news is that the programing of foreknown effects will be much faster now.

ZERO
07-11-2012, 11:22 AM
I should have them all finished in the next day or so. Then I just got to test them and they will be finished and released publically.

ZERO
07-20-2012, 12:02 PM
Finished releasing code publically.