#if defined _gamechaos_stocks_tempents_included #endinput #endif #define _gamechaos_stocks_tempents_included // improved api of some tempents #define GC_TEMPENTS_VERSION 0x01_00_00 #define GC_TEMPENTS_VERSION_STRING "1.0.0" #include /** * Sets up a point to point beam effect. * * @param start Start position of the beam. * @param end End position of the beam. * @param modelIndex Precached model index. * @param life Time duration of the beam. * @param width Initial beam width. * @param endWidth Final beam width. * @param colour Color array (r, g, b, a). * @param haloIndex Precached model index. * @param amplitude Beam amplitude. * @param speed Speed of the beam. * @param fadeLength Beam fade time duration. * @param frameRate Beam frame rate. * @param startFrame Initial frame to render. */ stock void GCTE_SetupBeamPoints(const float start[3], const float end[3], int modelIndex, float life = 2.0, float width = 2.0, float endWidth = 2.0, const int colour[4] = {255, 255, 255, 255}, int haloIndex = 0, float amplitude = 0.0, int speed = 0, int fadeLength = 0, int frameRate = 0, int startFrame = 0) { TE_Start("BeamPoints"); TE_WriteVector("m_vecStartPoint", start); TE_WriteVector("m_vecEndPoint", end); TE_WriteNum("m_nModelIndex", modelIndex); TE_WriteNum("m_nHaloIndex", haloIndex); TE_WriteNum("m_nStartFrame", startFrame); TE_WriteNum("m_nFrameRate", frameRate); TE_WriteFloat("m_fLife", life); TE_WriteFloat("m_fWidth", width); TE_WriteFloat("m_fEndWidth", endWidth); TE_WriteFloat("m_fAmplitude", amplitude); TE_WriteNum("r", colour[0]); TE_WriteNum("g", colour[1]); TE_WriteNum("b", colour[2]); TE_WriteNum("a", colour[3]); TE_WriteNum("m_nSpeed", speed); TE_WriteNum("m_nFadeLength", fadeLength); }