.float frame1time; .float lifetime, fadetime; .float teleport_time; .float scale1, scale2; void ModelEffect_Draw() { self.angles = self.angles + frametime * self.avelocity; self.origin = self.origin + frametime * self.velocity; self.scale = self.scale1 + (self.scale2 - self.scale1) * (time - self.teleport_time) / (self.lifetime + self.fadetime - self.teleport_time); self.alpha = self.cnt * bound(0, 1 - (time - self.lifetime) / self.fadetime, 1); if(self.alpha < ALPHA_MIN_VISIBLE) { remove(self); return; } self.drawmask = MASK_NORMAL; if(self.scale <= 0) { self.drawmask = 0; return; } } void Ent_ModelEffect(float isNew) { float f; entity e; self.classname = "modeleffect_spawner"; f = ReadByte(); e = spawn(); e.classname = "modeleffect"; e.model = "from network"; e.modelindex = ReadShort(); e.skin = ReadByte(); e.frame = ReadByte(); e.frame1time = time; e.origin_x = ReadCoord(); e.origin_y = ReadCoord(); e.origin_z = ReadCoord(); if(f & 1) { e.velocity_x = ReadCoord(); e.velocity_y = ReadCoord(); e.velocity_z = ReadCoord(); } if(f & 2) { e.angles_x = ReadAngle(); e.angles_y = ReadAngle(); e.angles_z = ReadAngle(); } if(f & 4) { e.avelocity_x = ReadAngle(); e.avelocity_y = ReadAngle(); e.avelocity_z = ReadAngle(); } e.scale1 = ReadShort() / 256.0; e.scale2 = ReadShort() / 256.0; e.lifetime = time + ReadByte() * 0.01; e.fadetime = ReadByte() * 0.01; e.teleport_time = time; e.cnt = ReadByte() / 255.0; // actually alpha e.draw = ModelEffect_Draw; if(!isNew) remove(e); // yes, this IS stupid, but I don't need to duplicate all the read* stuff then }