USES: TE_SetupArmorRicochetCode:est_Effect 1 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>
---------- Post added at 01:22 PM ---------- Previous post was at 01:21 PM ----------Code: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) }
USES: TE_SetupBeamPointsCode:est_Effect 3 <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>
---------- Post added at 01:23 PM ---------- Previous post was at 01:22 PM ----------Code: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) }
USES: TE_SetupBeamFollowCode:est_Effect 4 <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>
---------- Post added at 01:25 PM ---------- Previous post was at 01:23 PM ----------Code: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) }
USES: TE_SetupSmokeCode:est_Effect 7 <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>
---------- Post added at 01:26 PM ---------- Previous post was at 01:25 PM ----------Code: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) }
USES: BeamRingPointCode:est_Effect 10 <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
---------- Post added at 01:28 PM ---------- Previous post was at 01:26 PM ----------Code: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) }
USES: TE_SetupGlowSpriteCode:est_Effect 11 <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>
Code: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) }







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