def effect108(model, center, start_radius, end_radius, frame_rate, life_time, width, fade_length, amplitude, red, green, blue, alpha, speed, flags): """ est_effect_08 <player filter> <delay> <model> <middle x y z> <start radius> <end radius> <framerate> <life> <width> <spread> <amplitude> <red> <green> <blue> <alpha> <speed> <flags> """ if not isinstance(model, Model): model = Model(model) if not isinstance(center, Vector): center = Vector(*center) te = TempEntity('BeamRingPoint') te.model = model te.halo = model te.center = center te.start_radius = start_radius te.end_radius = end_radius te.frame_rate = frame_rate te.life_time = life_time te.start_width = width te.end_width = width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed te.flags = flags return te
def effect10(model, x, y, z, start_radius, end_radius, life_time, width, fade_length, amplitude, red, green, blue, alpha, speed): """ est_effect 10 <player filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <red> <green> <blue> <alpha> <speed> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamRingPoint') te.model = model te.halo = model te.center = Vector(x, y, z) te.start_radius = start_radius te.end_radius = end_radius te.life_time = life_time te.start_width = width te.end_width = width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed return te
def effect107(model, start_point, end_point, frame_rate, life_time, width, fade_length, amplitude, red, green, blue, alpha, speed): """ est_effect_07 <player filter> <delay> <model> <start entity> <end entity> <framerate> <life> <width> <spread> <amplitude> <red> <green> <blue> <alpha> <speed> """ if not isinstance(model, Model): model = Model(model) if not isinstance(start_point, Vector): start_point = Vector(*start_point) if not isinstance(end_point, Vector): end_point = Vector(*end_point) te = TempEntity('BeamPoints') te.model = model te.halo = model te.start_point = start_point te.end_point = end_point te.frame_rate = frame_rate te.life_time = life_time te.start_width = width te.end_width = width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed return te
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())
def effect110(model, origin, direction, red, green, blue, alpha, size): """ est_effect_10 <player filter> <delay> <model> <origin x y z> <direction x y z> <red> <green> <blue> <alpha> <size> """ if not isinstance(model, Model): model = Model(model) if not isinstance(origin, Vector): origin = Vector(*origin) if not isinstance(direction, Vector): direction = Vector(*direction) te = TempEntity('Blood Sprite') te.drop_model = model te.spray_model = model te.origin = origin te.direction = direction te.red = red te.green = green te.blue = blue te.alpha = alpha te.size = size return te
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 effect102(model, start_entity_index, start_point, end_entity_index, end_point, frame_rate, life_time, start_width, end_width, fade_length, amplitude, red, green, blue, alpha, speed): """ est_effect_02 <player filter> <delay> <model> <start entity> <start position x y z> <end entity> <end position x y z> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <red> <green> <blue> <alpha> <speed> """ if not isinstance(model, Model): model = get_model_instance(model) if not isinstance(start_point, Vector): start_point = Vector(*start_point) if not isinstance(end_point, Vector): end_point = Vector(*end_point) te = TempEntity('BeamEntPoint') te.model = model te.halo = model te.start_entity_index = start_entity_index te.start_point = start_point te.end_entity_index = end_entity_index te.end_point = end_point te.frame_rate = frame_rate te.life_time = life_time te.start_width = start_width te.end_width = end_width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed return te
def effect105(model, start_entity_index, end_entity_index, frame_rate, life_time, start_width, end_width, fade_length, amplitude, red, green, blue, alpha, speed): """ est_effect_05 <player filter> <delay> <model> <start entity> <end entity> <framerate> <life> <start width> <end width> <fade distance> <amplitude> <red> <green> <blue> <alpha> <speed> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamLaser') te.model = model te.halo = model te.start_entity_index = start_entity_index te.end_entity_index = end_entity_index te.frame_rate = frame_rate te.life_time = life_time te.start_width = start_width te.end_width = end_width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed return te
def effect5(model, start_userid, end_entity_index, life_time, width, fade_length, amplitude, red, green, blue, alpha, speed): """ est_effect 5 <player filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <red> <green> <blue> <alpha> <speed> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamRing') te.model = model te.halo = model te.start_entity_index = index_from_userid(start_userid) te.end_entity_index = end_entity_index te.life_time = life_time te.start_width = width te.end_width = width te.fade_length = fade_length te.amplitude = amplitude te.red = red te.green = green te.blue = blue te.alpha = alpha te.speed = speed return te
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]))
def effect118(origin, red, green, blue, exponent, radius, life_time, decay): """ est_effect_18 <player filter> <delay> <position x y z> <red> <green> <blue> <exponent> <radius> <time> <decay> """ if not isinstance(origin, Vector): origin = Vector(*origin) te = TempEntity('Dynamic Light') te.origin = origin te.red = red te.green = green te.blue = blue te.exponent = exponent te.radius = radius te.life_time = life_time te.decay = decay return te
def effect2(model, start_userid, end_userid, life_time, start_width, end_width, red, green, blue, alpha): """ est_effect 2 <player filter> <delay> <model> <start userid> <end userid> <life> <width> <end width> <red> <green> <blue> <alpha> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamEntPoint') te.model = model te.halo = model te.start_entity_index = index_from_userid(start_userid) te.end_entity_index = index_from_userid(end_userid) te.life_time = life_time te.start_width = start_width te.end_width = end_width te.red = red te.green = green te.blue = blue te.alpha = alpha return te
def effect3(model, x1, y1, z1, x2, y2, z2, life_time, start_width, end_width, red, green, blue, alpha): """ est_effect 3 <player filter> <delay> <model> (start <x> <y> <z>) (end <x> <y> <z>) <life> <width> <end width> <red> <green> <blue> <alpha> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamPoints') te.model = model te.halo = model te.start_point = Vector(x1, y1, z1) te.end_point = Vector(x2, y2, z2) te.life_time = life_time te.start_width = start_width te.end_width = end_width te.red = red te.green = green te.blue = blue te.alpha = alpha return te
def effect4(model, userid, life_time, start_width, end_width, fade_length, red, green, blue, alpha): """ est_effect 4 <player filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <red> <green> <blue> <alpha> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamFollow') te.model = model te.halo = model te.entity_index = index_from_userid(userid) te.life_time = life_time te.start_width = start_width te.end_width = end_width te.fade_length = fade_length te.red = red te.green = green te.blue = blue te.alpha = alpha return te
def effect104(model, entity_index, life_time, start_width, end_width, fade_length, red, green, blue, alpha): """ est_effect_04 <player filter> <delay> <model> <follow entity> <life> <start width> <end width> <fade distance> <red> <green> <blue> <alpha> """ if not isinstance(model, Model): model = Model(model) te = TempEntity('BeamFollow') te.model = model te.halo = model te.entity_index = entity_index te.life_time = life_time te.start_width = start_width te.end_width = end_width te.fade_length = fade_length te.red = red te.green = green te.blue = blue te.alpha = alpha return te
def effect111(model, origin, direction, red, green, blue, alpha, amount): """ est_effect_11 <player filter> <delay> <model> <origin x y z> <direction x y z> <red> <green> <blue> <alpha> <amount> """ if not isinstance(model, Model): model = Model(model) if not isinstance(origin, Vector): origin = Vector(*origin) if not isinstance(direction, Vector): direction = Vector(*direction) te = TempEntity('Blood Stream') te.origin = origin te.direction = direction te.red = red te.green = green te.blue = blue te.alpha = alpha te.amount = amount return te
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()