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theqramboq
Junior Member
Join Date: Apr 2021
Old 11-01-2023 , 09:39   Te_beamfollow
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The message actually works, but it shows sprite files as additives I don't want this so.
I'm wondering if this can be recreated with amxx.
I've been trying for a few days but I didn't get any results

Maybe this code (from xash3dmaster. I didn't find in hlsdk. not full code) can be recreated with amxx. If this is possible please share

PHP Code:
void CL_DrawBeamFollowint spriteIndexBEAM *pbeamint frameint rendermodefloat frametimefloat *color )
{
    
particle_t    *particles;
    
particle_t    *pnew;
    
float        div;
    
vec3_t        delta;
    
vec3_t        screenLast;
    
vec3_t        screen;

    
CL_FreeDeadTrails( &pbeam->particles );

    
particles pbeam->particles;
    
pnew NULL;

    
div 0;
    if( 
pbeam->flags FBEAM_STARTENTITY )
    {
        if( 
particles )
        {
            
VectorSubtractparticles->orgpbeam->sourcedelta );
            
div VectorLengthdelta );

            if( 
div >= 32 && cl_free_trails )
            {
                
pnew cl_free_trails;
                
cl_free_trails pnew->next;
            }
        }
        else if( 
cl_free_trails )
        {
            
pnew cl_free_trails;
            
cl_free_trails pnew->next;
            
div 0;
        }
    }

    if( 
pnew )
    {
        
VectorCopypbeam->sourcepnew->org );
        
pnew->die cl.time pbeam->amplitude;
        
VectorClearpnew->vel );

        
pnew->next particles;
        
pbeam->particles pnew;
        
particles pnew;
    }

    
// nothing to draw
    
if( !particles ) return;

    if( !
pnew && div != )
    {
        
VectorCopypbeam->sourcedelta );
        
TriWorldToScreenpbeam->sourcescreenLast );
        
TriWorldToScreenparticles->orgscreen );
    }
    else if( 
particles && particles->next )
    {
        
VectorCopyparticles->orgdelta );
        
TriWorldToScreenparticles->orgscreenLast );
        
TriWorldToScreenparticles->next->orgscreen );
        
particles particles->next;
    }
    else
    {
        return;
    }

    
// draw it
    
DrawBeamFollowspriteIndexpbeam->particlesframerendermodedeltascreenscreenLast
        
pbeam->diepbeam->sourcepbeam->flagspbeam->width
        
pbeam->amplitudepbeam->freqcolor );
    
    
// drift popcorn trail if there is a velocity
    
particles pbeam->particles;

    while( 
particles )
    {
        
VectorMAparticles->orgframetimeparticles->velparticles->org );
        
particles particles->next;
    }

Or it is done by creating beams as in the link below.

https://forums.alliedmods.net/showthread.php?t=184780

I know this is very specific and this is so complicated but I need it

SFMBE

theqramboq is offline
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