def listener_on_entity_spawned(self, base_entity):
        if base_entity.classname != 'flashbang_projectile':
            return

        index = base_entity.index
        entity = Entity(index)

        for player in self._players:
            if player.inthandle == entity.owner_handle:
                break
        else:
            return

        temp_entity = TempEntity('BeamFollow')
        temp_entity.entity_index = index
        temp_entity.model_index = BEAM_MODEL.index
        temp_entity.halo_index = BEAM_MODEL.index
        temp_entity.life_time = 1
        temp_entity.start_width = 3
        temp_entity.end_width = 3
        temp_entity.fade_length = 1
        temp_entity.red = 255
        temp_entity.green = 255
        temp_entity.blue = 255
        temp_entity.alpha = 150

        temp_entity.create(RecipientFilter())
Ejemplo n.º 2
0
    def listener_on_entity_spawned(self, index, base_entity):
        if base_entity.classname != 'flashbang_projectile':
            return

        entity = Entity(index)

        if entity.owner_handle not in (self.prisoner.inthandle,
                                       self.guard.inthandle):

            return

        temp_entity = TempEntity('BeamFollow')
        temp_entity.entity_index = index
        temp_entity.model_index = BEAM_MODEL.index
        temp_entity.halo_index = BEAM_MODEL.index
        temp_entity.life_time = 1
        temp_entity.start_width = 3
        temp_entity.end_width = 3
        temp_entity.fade_length = 1
        temp_entity.red = 255
        temp_entity.green = 255
        temp_entity.blue = 255
        temp_entity.alpha = 150

        temp_entity.create(RecipientFilter())
    def listener_on_entity_spawned(self, base_entity):
        if base_entity.classname != 'flashbang_projectile':
            return

        index = base_entity.index
        entity = Entity(index)

        for player in self._players:
            if player.inthandle == entity.owner_handle:
                break
        else:
            return

        temp_entity = TempEntity('BeamFollow')
        temp_entity.entity_index = index
        temp_entity.model_index = BEAM_MODEL.index
        temp_entity.halo_index = BEAM_MODEL.index
        temp_entity.life_time = 1
        temp_entity.start_width = 3
        temp_entity.end_width = 3
        temp_entity.fade_length = 1
        temp_entity.red = 255
        temp_entity.green = 255
        temp_entity.blue = 255
        temp_entity.alpha = 150

        temp_entity.create(RecipientFilter())
Ejemplo n.º 4
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def est_effect_04(command):
    #est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width> <end width> <fade distance> <R> <G> <B> <A>
    te = TempEntity('BeamFollow')
    te.alpha = int(command[12])
    te.blue = int(command[11])
    te.green = int(command[10])
    te.end_width = int(command[7])
    te.life_time = float(command[5])
    te.start_width = int(command[6])
    te.entity_index = Player.from_userid(int(command[4])).index
    te.fade_length = int(command[8])
    te.halo_index = Model(str(command[3])).index
    te.model_index = Model(str(command[3])).index
    te.red = int(command[9])
    te.create(delay=float(command[2]))
Ejemplo n.º 5
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def _est_effect(command):
    todo = str(command[1])
    filter = str(command[2])
    delay = float(command[3])
    if todo == "1":
        te = TempEntity('Armor Ricochet')
        te.position = Vector(float(command[4]), float(command[5]),
                             float(command[6]))
        te.direction = Vector(float(command[7]), float(command[8]),
                              float(command[9]))
        te.create()
    if todo == "2":
        te = TempEntity('BeamEntPoint')
        te.alpha = int(command[13])
        te.blue = int(command[12])
        te.green = int(command[11])
        te.end_width = float(command[9])
        te.life_time = float(command[7])
        te.start_width = float(command[8])
        te.end_entity_index = Player.from_userid(int(command[6])).index
        te.halo_index = Model(str(command[4])).index
        te.model_index = Model(str(command[4])).index
        te.start_entity_index = Player.from_userid(int(command[5])).index
        te.red = int(command[11])
        te.create()
    if todo == "3":
        te = TempEntity('BeamPoints')
        model = Model(str(command[4]))
        x1 = float(command[5])
        y1 = float(command[6])
        z1 = float(command[7])
        x2 = float(command[8])
        y2 = float(command[9])
        z2 = float(command[10])
        life = float(command[11])
        width = int(command[12])
        end_width = int(command[13])
        red = int(command[14])
        green = int(command[15])
        blue = int(command[16])
        alpha = int(command[17])
        te.alpha = alpha
        te.green = green
        te.blue = blue
        te.red = red
        te.end_width = end_width
        te.life_time = life
        te.start_width = width
        te.halo_index = model.index
        te.model_index = model.index
        te.end_point = Vector(x1, y1, z1)
        te.start_point = Vector(x2, y2, z2)
        te.create()
    if todo == "4":
        te = TempEntity('BeamFollow')
        te.alpha = int(command[13])
        te.blue = int(command[12])
        te.green = int(command[11])
        te.end_width = int(command[8])
        te.life_time = float(command[6])
        te.start_width = int(command[7])
        te.entity_index = Player.from_userid(int(command[5])).index
        te.fade_length = int(command[9])
        te.halo_index = Model(str(command[4])).index
        te.model_index = Model(str(command[4])).index
        te.red = int(command[10])
        te.create()
    if todo == "5":
        te = TempEntity('BeamRing')
        te.alpha = int(command[14])
        te.blue = int(command[13])
        te.green = int(command[12])
        te.amplitude = float(command[10])
        te.end_width = int(command[8])
        te.life_time = float(command[7])
        te.start_width = int(command[8])
        te.end_entity_index = int(command[6])
        te.halo_index = Model(str(command[4])).index
        te.model_index = Model(str(command[4])).index
        te.speed = int(command[15])
        te.start_entity_index = Player.from_userid(int(command[5])).index
        te.red = int(command[11])
    #est_effect [BeamRing] <player Filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>
    if todo == "6":
        te = TempEntity('Large Funnel')
        te.model_index = Model(str(command[4])).index
        te.reversed = int(command[8])
        te.origin = Vector(float(command[5]), float(command[6]),
                           float(command[7]))
        te.create()
        #est_effect [LargeFunnel] <player Filter> <delay> <model> <x> <y> <z> <reversed>
    if todo == "7":
        te = TempEntity('Smoke')
        te.scale = float(command[8])
        te.frame_rate = int(command[9])
        te.model_index = Model(str(command[4])).index
        te.model = Model(str(command[4]))
        te.origin = Vector(float(command[5]), float(command[6]),
                           float(command[7]))
        te.create()
    if todo == "8":
        te = TempEntity('Metal Sparks')
        te.direction = Vector(float(command[8]), float(command[9]),
                              float(command[10]))
        te.position = Vector(float(command[5]), float(command[6]),
                             float(command[7]))
        te.create()
        #est_effect [MetalSparks] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) +
    if todo == "9":
        te = TempEntity('GaussExplosion')
        te.type = int(command[11])
        te.direction = Vector(float(command[8]), float(command[9]),
                              float(command[10]))
        te.origin = Vector(float(command[5]), float(command[6]),
                           float(command[7]))
        te.create()
        #est_effect [GaussExplosion] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) <type>
    if todo == "10":
        te = TempEntity('BeamRingPoint')
        te.alpha = int(command[17])
        te.blue = int(command[16])
        te.green = int(command[15])
        te.amplitude = float(command[13])
        te.end_width = float(command[11])
        te.life_time = float(command[10])
        te.start_width = float(command[11])
        te.end_radius = float(command[9])
        te.start_radius = float(command[8])
        te.fade_length = int(command[12])
        te.halo_index = Model(str(command[4])).index
        te.model_index = Model(str(command[4])).index
        te.speed = int(command[18])
        te.center = Vector(float(command[5]), float(command[6]),
                           float(command[7]))
        te.red = int(command[14])
        te.create()
    if todo == "11":
        te = TempEntity('GlowSprite')
        te.life_time = float(command[8])
        te.scale = float(command[9])
        te.brightness = int(command[10])
        te.model_index = Model(str(command[4])).index
        te.origin = Vector(float(command[5]), float(command[6]),
                           float(command[7]))
        te.create()