Results 1 to 6 of 6

Thread: ES Tools Effect Translations

  1. Default ES Tools Effect Translations

    Here is what es tools effect translates to what TE call.

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

    Code:
    est_Effect_01 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>
    USES: TE_SetupArmorRicochet

    Code:
    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 ----------

    Code:
    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

    Code:
    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 ----------

    Code:
    "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

    Code:
    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 ----------

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

    Code:
    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 ----------

    Code:
    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

    Code:
    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 ----------

    Code:
    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

    Code:
    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 ----------

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

    Code:
    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 ----------

    Code:
    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

    Code:
    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 ----------

    Code:
    est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints 'X,Y,Z'>
    USES: BeamSpline

    Code:
    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 ----------

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

    Code:
    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 ----------

    Code:
    est_Effect_11 <player Filter> <delay> <origin 'X,Y,Z'> <direction 'X,Y,Z'> <R> <G> <B> <A> <Amount>
    USES: Blood Stream

    Code:
    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 ----------

    Code:
    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

    Code:
    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 ----------

    Code:
    est_Effect_13 <player Filter> <delay> <decal> <origin 'X,Y,Z'> <target entity index>
    USES: BSP Decal

    Code:
    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 ----------

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

    Code:
    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 ----------

    Code:
    est_Effect_18 <player Filter> <delay> <Position 'X,Y,Z'> <R> <G> <B> <exponent> <radius> <time> <decay>
    USES: Dynamic Light

    Code:
    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 ----------

    Code:
    est_Effect_24 <player Filter> <delay> <model> <Position 'X,Y,Z'> <reversed>
    USES: Large Funnel

    Code:
    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)
    }



  2. Default

    Code:
    est_Effect 1 <player Filter> <delay> <position 'X,Y,Z'> <direction 'X,Y,Z'>
    USES: TE_SetupArmorRicochet

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

    Code:
    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

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

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

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

    Code:
    est_Effect 7 <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>
    USES: TE_SetupSmoke

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

    Code:
    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

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

    Code:
    est_Effect 11 <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>
    USES: TE_SetupGlowSprite

    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)
    }



  3. Default

    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.



  4. Default

    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.



  5. Default

    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.



  6. Default

    Finished releasing code publically.



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