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effects.md

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🤺 effects

Functions:

draw_screen_effect

effects.draw_screen_effect(c_material* material,x,y,w,h): void

Name Type
x/y/w/h float

dispatch_effect

effects.dispatch_effect(std::string effect, float org_x, float org_y, float org_z): void

dispatch_particle_effect

effects.dispatch_particle_effect(std::string particle_effect, float org_x, float org_y, float org_z): void

dispatch_tesla

effects.dispatch_particle_effect(float org_x, float org_y, float org_z, time, radius, beams, width, std::string sprite_name, float_red, float_green, float_blue): void

Name Type
time float
radius float
beams float
width float

dispatch_smoke

effects.dispatch_smoke(x, y, z, scale, framerate): void

Name Type
x/y/z float
scale float
framerate float

dispatch_sparks

effects.dispatch_sparks(x, y, z): void

Name Type
x/y/z float

dispatch_dust

effects.dispatch_dust(x, y, z, size, speed): void

Name Type
x/y/z float
size float
speed float

dispatch_muzzleflash

effects.dispatch_muzzleflash(x, y, z, scale, type): void

Name Type
x/y/z float
scale float
type int

dispatch_metalsparks

effects.dispatch_metalsparks(x, y, z): void

Name Type
x/y/z float

dispatch_energysplash

effects.dispatch_energysplash(x, y, z, explosive): void

Name Type
x/y/z float
explosive bool

dispatch_ricochet

effects.dispatch_ricochet(x, y, z): void

Name Type
x/y/z float

suppress_effects_sounds

effects.suppress_effects_sounds(suppress): void

Name Type
suppress bool

draw_lights

effects.draw_lights(c_client_entity* entity, float_red, float_green, float_blue, float_alpha): void

draw_beam

effects.draw_lights(float start_x, float start_y, float start_z, float end_x, float end_y, float end_z, std::string sprite, time, width, amplitude, speed, segments, float_red, float_green, float_blue, float_alpha): void

Name Type
time float
width float
amplitude float
speed float
segments int