1 #include "modeleffects.qh"
3 void ModelEffect_Draw()
5 self.angles = self.angles + frametime * self.avelocity;
6 setorigin(self, self.origin + frametime * self.velocity);
7 self.scale = self.scale1 + (self.scale2 - self.scale1) * (time - self.teleport_time) / (self.lifetime + self.fadetime - self.teleport_time);
8 self.alpha = self.cnt * bound(0, 1 - (time - self.lifetime) / self.fadetime, 1);
9 if(self.alpha < ALPHA_MIN_VISIBLE)
14 self.drawmask = MASK_NORMAL;
22 void Ent_ModelEffect(bool isNew)
24 self.classname = "modeleffect_spawner";
29 e.classname = "modeleffect";
30 e.model = "from network";
31 e.modelindex = ReadShort();
35 e.origin_x = ReadCoord();
36 e.origin_y = ReadCoord();
37 e.origin_z = ReadCoord();
38 setorigin(e, e.origin);
41 e.velocity_x = ReadCoord();
42 e.velocity_y = ReadCoord();
43 e.velocity_z = ReadCoord();
47 e.angles_x = ReadAngle();
48 e.angles_y = ReadAngle();
49 e.angles_z = ReadAngle();
53 e.avelocity_x = ReadAngle();
54 e.avelocity_y = ReadAngle();
55 e.avelocity_z = ReadAngle();
57 e.scale1 = ReadShort() / 256.0;
58 e.scale2 = ReadShort() / 256.0;
59 e.lifetime = time + ReadByte() * 0.01;
60 e.fadetime = ReadByte() * 0.01;
61 e.teleport_time = time;
62 e.cnt = ReadByte() / 255.0; // actually alpha
64 e.draw = ModelEffect_Draw;
67 remove(e); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then