AMX Mod X API Documentation

TempEntity messages for message_begin()
Signature
#define TE_BEAMPOINTS 0
Description

Beam effect between two points

Notes
  • write_byte(TE_BEAMPOINTS)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_BEAMENTPOINT 1
Description

Beam effect between a point and an entity

Notes
  • write_byte(TE_BEAMENTPOINT)

    write_short(start entity)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_GUNSHOT 2
Description

Particle effect plus ricochet sound

Notes
  • write_byte(TE_GUNSHOT)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

Signature
#define TE_EXPLOSION 3
Description

Additive sprite, 2 dynamic lights, flickering particles, explosion sound,

move vertically 8 pps

Notes
  • write_byte(TE_EXPLOSION)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(sprite index)

    write_byte(scale in 0.1's)

    write_byte(framerate)

    write_byte(flags)

Signature
#define TE_EXPLFLAG_NONE 0 // All flags clear makes default Half-Life explosion#define TE_EXPLFLAG_NOADDITIVE 1 // Sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)#define TE_EXPLFLAG_NODLIGHTS 2 // Do not render dynamic lights#define TE_EXPLFLAG_NOSOUND 4 // Do not play client explosion sound#define TE_EXPLFLAG_NOPARTICLES 8 // Do not draw particles
Description

Flags for the TE_EXPLOSION effect, controlling its performance and aesthetic

features

Signature
#define TE_TAREXPLOSION 4
Description

Quake1 "tarbaby" explosion with sound

Notes
  • write_byte(TE_TAREXPLOSION)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

Signature
#define TE_SMOKE 5
Description

Alphablend sprite, move vertically 30pps

Notes
  • write_byte(TE_SMOKE)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(sprite index)

    write_byte(scale in 0.1's)

    write_byte(framerate)

Signature
#define TE_TRACER 6
Description

Tracer effect from point to point

Notes
  • write_byte(TE_TRACER)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

Signature
#define TE_LIGHTNING 7
Description

TE_BEAMPOINTS with simplified parameters

Notes
  • write_byte(TE_LIGHTNING)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_byte(life in 0.1's)

    write_byte(width in 0.1's)

    write_byte(amplitude in 0.01's)

    write_short(sprite model index)

Signature
#define TE_BEAMENTS 8
Description

TE_BEAMENTS

Notes
  • write_byte(TE_BEAMENTS)

    write_short(start entity)

    write_short(end entity)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_SPARKS 9
Description

8 random tracers with gravity, ricochet sprite

Notes
  • write_byte(TE_SPARKS)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

Signature
#define TE_LAVASPLASH 10
Description

Quake1 lava splash

Notes
  • write_byte(TE_LAVASPLASH)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

Signature
#define TE_TELEPORT 11
Description

Quake1 teleport splash

Notes
  • write_byte(TE_TELEPORT)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

Signature
#define TE_EXPLOSION2 12
Description

Quake1 colormaped (base palette) particle explosion with sound

Notes
  • write_byte(TE_EXPLOSION2)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(starting color)

    write_byte(num colors)

Signature
#define TE_BSPDECAL 13
Description

Decal from the .BSP file

Notes
  • write_byte(TE_BSPDECAL)

    write_coord(position.x) decal position (center of texture in world)

    write_coord(position.y)

    write_coord(position.z)

    write_short(texture index of precached decal texture name)

    write_short(entity index)

    [optional - write_short(index of model of above entity) only included if previous short is non-zero (not the world)]

Signature
#define TE_IMPLOSION 14
Description

Tracers moving toward a point

Notes
  • write_byte(TE_IMPLOSION)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(radius)

    write_byte(count)

    write_byte(life in 0.1's)

Signature
#define TE_SPRITETRAIL 15
Description

Line of moving glow sprites with gravity, fadeout, and collisions

Notes
  • write_byte(TE_SPRITETRAIL)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_short(sprite index)

    write_byte(count)

    write_byte(life in 0.1's)

    write_byte(scale in 0.1's)

    write_byte(velocity along vector in 10's)

    write_byte(randomness of velocity in 10's)

Signature
#define TE_SPRITE 17
Description

Additive sprite, plays 1 cycle

Notes
  • write_byte(TE_SPRITE)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(sprite index)

    write_byte(scale in 0.1's)

    write_byte(brightness)

Signature
#define TE_BEAMSPRITE 18
Description

A beam with a sprite at the end

Notes
  • write_byte(TE_BEAMSPRITE)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_short(beam sprite index)

    write_short(end sprite index)

Signature
#define TE_BEAMTORUS 19
Description

Screen aligned beam ring, expands to max radius over lifetime

Notes
  • write_byte(TE_BEAMTORUS)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(axis.x)

    write_coord(axis.y)

    write_coord(axis.z)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_BEAMDISK 20
Description

Disk that expands to max radius over lifetime

Notes
  • write_byte(TE_BEAMDISK)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(axis.x)

    write_coord(axis.y)

    write_coord(axis.z)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_BEAMCYLINDER 21
Description

Cylinder that expands to max radius over lifetime

Notes
  • write_byte(TE_BEAMCYLINDER)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(axis.x)

    write_coord(axis.y)

    write_coord(axis.z)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_BEAMFOLLOW 22
Description

Create a line of decaying beam segments until entity stops moving

Notes
  • write_byte(TE_BEAMFOLLOW)

    write_short(entity:attachment to follow)

    write_short(sprite index)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

Signature
#define TE_GLOWSPRITE 23
Description

TE_GLOWSPRITE

Notes
  • write_byte(TE_GLOWSPRITE)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(model index)

    write_byte(scale / 10)

    write_byte(size)

    write_byte(brightness)

Signature
#define TE_BEAMRING 24
Description

Connect a beam ring to two entities

Notes
  • write_byte(TE_BEAMRING)

    write_short(start entity)

    write_short(end entity)

    write_short(sprite index)

    write_byte(starting frame)

    write_byte(frame rate in 0.1's)

    write_byte(life in 0.1's)

    write_byte(line width in 0.1's)

    write_byte(noise amplitude in 0.01's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(brightness)

    write_byte(scroll speed in 0.1's)

Signature
#define TE_STREAK_SPLASH 25
Description

Oriented shower of tracers

Notes
  • write_byte(TE_STREAK_SPLASH)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(vector.x)

    write_coord(vector.y)

    write_coord(vector.z)

    write_byte(color)

    write_short(count)

    write_short(base speed)

    write_short(random velocity)

Signature
#define TE_DLIGHT 27
Description

Dynamic light, effect world, minor entity effect

Notes
  • write_byte(TE_DLIGHT)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(radius in 10's)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(life in 10's)

    write_byte(decay rate in 10's)

Signature
#define TE_ELIGHT 28
Description

Point entity light, no world effect

Notes
  • write_byte(TE_ELIGHT)

    write_short(entity:attachment to follow)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(radius)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

    write_byte(life in 0.1's)

    write_coord(decay rate)

Signature
#define TE_TEXTMESSAGE 29
Description

TE_TEXTMESSAGE

Notes
  • write_byte(TE_TEXTMESSAGE)

    write_byte(channel)

    write_short(x) -1 = center)

    write_short(y) -1 = center)

    write_byte(effect) 0 = fade in/fade out, 1 is flickery credits, 2 is write out (training room)

    write_byte(red) - text color

    write_byte(green)

    write_byte(blue)

    write_byte(alpha)

    write_byte(red) - effect color

    write_byte(green)

    write_byte(blue)

    write_byte(alpha)

    write_short(fadein time)

    write_short(fadeout time)

    write_short(hold time)

    [optional] write_short(fxtime) time the highlight lags behing the leading text in effect 2

    write_string(text message) 512 chars max string size

Signature
#define TE_LINE 30
Description

TE_LINE

Notes
  • write_byte(TE_LINE)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

    write_short(life in 0.1 s)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

Signature
#define TE_BOX 31
Description

TE_BOX

Notes
  • write_byte(TE_BOX)

    write_coord(boxmins.x)

    write_coord(boxmins.y)

    write_coord(boxmins.z)

    write_coord(boxmaxs.x)

    write_coord(boxmaxs.y)

    write_coord(boxmaxs.z)

    write_short(life in 0.1 s)

    write_byte(red)

    write_byte(green)

    write_byte(blue)

Signature
#define TE_KILLBEAM 99
Description

Kill all beams attached to entity

Notes
  • write_byte(TE_KILLBEAM)

    write_short(entity)

Signature
#define TE_LARGEFUNNEL 100
Description

TE_LARGEFUNNEL

Notes
  • write_byte(TE_LARGEFUNNEL)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(sprite index)

    write_short(flags)

Signature
#define TE_BLOODSTREAM 101
Description

Particle spray

Notes
  • write_byte(TE_BLOODSTREAM)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(vector.x)

    write_coord(vector.y)

    write_coord(vector.z)

    write_byte(color)

    write_byte(speed)

Signature
#define TE_SHOWLINE 102
Description

Line of particles every 5 units, dies in 30 seconds

Notes
  • write_byte(TE_SHOWLINE)

    write_coord(startposition.x)

    write_coord(startposition.y)

    write_coord(startposition.z)

    write_coord(endposition.x)

    write_coord(endposition.y)

    write_coord(endposition.z)

Signature
#define TE_BLOOD 103
Description

Particle spray

Notes
  • write_byte(TE_BLOOD)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(vector.x)

    write_coord(vector.y)

    write_coord(vector.z)

    write_byte(color)

    write_byte(speed)

Signature
#define TE_DECAL 104
Description

Decal applied to a brush entity (not the world)

Notes
  • write_byte(TE_DECAL)

    write_coord(position.x) decal position (center of texture in world)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(texture index of precached decal texture name)

    write_short(entity index)

Signature
#define TE_FIZZ 105
Description

Create alpha sprites inside of entity, float upwards

Notes
  • write_byte(TE_FIZZ)

    write_short(entity)

    write_short(sprite index)

    write_byte(density)

Signature
#define TE_MODEL 106
Description

Create a moving model that bounces and makes a sound when it hits

Notes
  • write_byte(TE_MODEL)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_angle(initial yaw)

    write_short(model index)

    write_byte(bounce sound type)

    write_byte(life in 0.1's)

Signature
#define TE_EXPLODEMODEL 107
Description

Spherical shower of models, picks from set

Notes
  • write_byte(TE_EXPLODEMODEL)

    write_coord(origin.x)

    write_coord(origin.y)

    write_coord(origin.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_short(model index)

    write_short(count)

    write_byte(life in 0.1's)

Signature
#define TE_BREAKMODEL 108
Description

Box of models or sprites

Notes
  • write_byte(TE_BREAKMODEL)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(size.x)

    write_coord(size.y)

    write_coord(size.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_byte(random velocity in 10's)

    write_short(sprite or model index)

    write_byte(count)

    write_byte(life in 0.1 secs)

    write_byte(flags)

Signature
#define TE_GUNSHOTDECAL 109
Description

Decal and ricochet sound

Notes
  • write_byte(TE_GUNSHOTDECAL)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(entity index???)

    write_byte(decal???)

Signature
#define TE_SPRITE_SPRAY 110
Description

Spray of alpha sprites

Notes
  • write_byte(TE_SPRITE_SPRAY)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_short(sprite index)

    write_byte(count)

    write_byte(speed)

    write_byte(noise)

Signature
#define TE_ARMOR_RICOCHET 111
Description

Quick spark sprite, client ricochet sound.

Notes
  • write_byte(TE_ARMOR_RICOCHET)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(scale in 0.1's)

Signature
#define TE_PLAYERDECAL 112
Description

TE_PLAYERDECAL

Notes
  • write_byte(TE_PLAYERDECAL)

    write_byte(playerindex)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(entity???)

    write_byte(decal number)

    [optional] write_short(model index)

Signature
#define TE_BUBBLES 113
Description

Create alpha sprites inside of box, float upwards

Notes
  • write_byte(TE_BUBBLES)

    write_coord(position.x) (min start position)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(position.x) (max start position)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(float height)

    write_short(model index)

    write_byte(count)

    write_coord(speed)

Signature
#define TE_BUBBLETRAIL 114
Description

Create alpha sprites along a line, float upwards

Notes
  • write_byte(TE_BUBBLETRAIL)

    write_coord(position.x) (min start position)

    write_coord(position.y) (min start position)

    write_coord(position.z) (min start position)

    write_coord(position.x) (max start position)

    write_coord(position.y) (max start position)

    write_coord(position.z) (max start position)

    write_coord(float height)

    write_short(model index)

    write_byte(count)

    write_coord(speed)

Signature
#define TE_BLOODSPRITE 115
Description

Spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)

Notes
  • write_byte(TE_BLOODSPRITE)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_short(sprite1 index)

    write_short(sprite2 index)

    write_byte(color)

    write_byte(scale)

Signature
#define TE_WORLDDECAL 116
Description

Decal applied to the world brush

Notes
  • write_byte(TE_WORLDDECAL)

    write_coord(position.x) decal position (center of texture in world)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(texture index of precached decal texture name)

Signature
#define TE_WORLDDECALHIGH 117
Description

Decal (with texture index > 256) applied to world brush

Notes
  • write_byte(TE_WORLDDECALHIGH)

    write_coord(position.x) decal position (center of texture in world)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(texture index of precached decal texture name - 256)

Signature
#define TE_DECALHIGH 118
Description

Same as TE_DECAL, but the texture index was greater than 256

Notes
  • write_byte(TE_DECALHIGH)

    write_coord(position.x) decal position (center of texture in world)

    write_coord(position.y)

    write_coord(position.z)

    write_byte(texture index of precached decal texture name - 256)

    write_short(entity index)

Signature
#define TE_PROJECTILE 119
Description

Makes a projectile (like a nail) (this is a high-priority tent)

Notes
  • write_byte(TE_PROJECTILE)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_short(modelindex)

    write_byte(life)

    write_byte(owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).

Signature
#define TE_SPRAY 120
Description

Throws a shower of sprites or models

Notes
  • write_byte(TE_SPRAY)

    write_coord(position.x)

    write_coord(position.y)

    write_coord(position.z)

    write_coord(direction.x)

    write_coord(direction.y)

    write_coord(direction.z)

    write_short(modelindex)

    write_byte(count)

    write_byte(speed)

    write_byte(noise)

    write_byte(rendermode)

Signature
#define TE_PLAYERSPRITES 121
Description

Sprites emit from a player's bounding box (ONLY use for players!)

Notes
  • write_byte(TE_PLAYERSPRITES)

    write_short(playernum)

    write_short(sprite modelindex)

    write_byte(count)

    write_byte(variance) (0 = no variance in size) (10 = 10% variance in size)

Signature
#define TE_PARTICLEBURST 122
Description

Very similar to lavasplash

Notes
  • write_byte(TE_PARTICLEBURST)

    write_coord(origin)

    write_short(radius)

    write_byte(particle color)

    write_byte(duration * 10) (will be randomized a bit)

Signature
#define TE_FIREFIELD 123
Description

Makes a field of fire

Notes
  • write_byte(TE_FIREFIELD)

    write_coord(origin)

    write_short(radius) (fire is made in a square around origin. -radius, -radius to radius, radius)

    write_short(modelindex)

    write_byte(count)

    write_byte(flags)

    write_byte(duration (in seconds) * 10) (will be randomized a bit)

Signature
#define TEFIRE_FLAG_ALLFLOAT 1 // All sprites will drift upwards as they animate#define TEFIRE_FLAG_SOMEFLOAT 2 // Some of the sprites will drift upwards. (50% chance)#define TEFIRE_FLAG_LOOP 4 // If set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.#define TEFIRE_FLAG_ALPHA 8 // If set, sprite is rendered alpha blended at 50% else, opaque#define TEFIRE_FLAG_PLANAR 16 // If set, all fire sprites have same initial Z instead of randomly filling a cube.
Description

Flags for the TE_FIREFIELD effect, controlling its performance and aesthetic

features

Signature
#define TE_PLAYERATTACHMENT 124
Description

Attaches a TENT to a player (this is a high-priority tent)

Notes
  • write_byte(TE_PLAYERATTACHMENT)

    write_byte(entity index of player)

    write_coord(vertical offset) (attachment origin.z = player origin.z + vertical offset)

    write_short(model index)

    write_short(life * 10 )

Signature
#define TE_KILLPLAYERATTACHMENTS 125
Description

Will expire all TENTS attached to a player.

Notes
  • write_byte(TE_KILLPLAYERATTACHMENTS)

    write_byte(entity index of player)

Signature
#define TE_MULTIGUNSHOT 126
Description

Much more compact shotgun message

Notes
  • This message is used to make a client approximate a 'spray' of gunfire.

    Any weapon that fires more than one bullet per frame and fires in a bit

    of a spread is a good candidate for MULTIGUNSHOT use. (shotguns)

  • This effect makes the client do traces for each bullet, these client

    traces ignore entities that have studio models.Traces are 4096 long.

  • write_byte(TE_MULTIGUNSHOT)

    write_coord(origin.x)

    write_coord(origin.y)

    write_coord(origin.z)

    write_coord(direction.x)

    write_coord(direction.y)

    write_coord(direction.z)

    write_coord(x noise * 100)

    write_coord(y noise * 100)

    write_byte(count)

    write_byte(bullethole decal texture index)

Signature
#define TE_USERTRACER 127
Description

Larger message than the standard tracer, but allows some customization.

Notes
  • write_byte(TE_USERTRACER)

    write_coord(origin.x)

    write_coord(origin.y)

    write_coord(origin.z)

    write_coord(velocity.x)

    write_coord(velocity.y)

    write_coord(velocity.z)

    write_byte(life * 10)

    write_byte(color) this is an index into an array of color vectors in the engine. (0 - )

    write_byte(length * 10)

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