RSSy MYGO.pl Opublikowano Listopad 1, 2023 o 13:39 RSSy Udostępnij Opublikowano Listopad 1, 2023 o 13:39 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_DrawBeamFollow( int spriteIndex, BEAM *pbeam, int frame, int rendermode, float frametime, float *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 ) { VectorSubtract( particles->org, pbeam->source, delta ); div = VectorLength( delta ); 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 ) { VectorCopy( pbeam->source, pnew->org ); pnew->die = cl.time + pbeam->amplitude; VectorClear( pnew->vel ); pnew->next = particles; pbeam->particles = pnew; particles = pnew; } // nothing to draw if( !particles ) return; if( !pnew && div != 0 ) { VectorCopy( pbeam->source, delta ); TriWorldToScreen( pbeam->source, screenLast ); TriWorldToScreen( particles->org, screen ); } else if( particles && particles->next ) { VectorCopy( particles->org, delta ); TriWorldToScreen( particles->org, screenLast ); TriWorldToScreen( particles->next->org, screen ); particles = particles->next; } else { return; } // draw it DrawBeamFollow( spriteIndex, pbeam->particles, frame, rendermode, delta, screen, screenLast, pbeam->die, pbeam->source, pbeam->flags, pbeam->width, pbeam->amplitude, pbeam->freq, color ); // drift popcorn trail if there is a velocity particles = pbeam->particles; while( particles ) { VectorMA( particles->org, frametime, particles->vel, particles->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 Przeczytaj cały wpis Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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