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TE_MODEL
        GeckoN edited this page Jan 31, 2017 
        ·
        5 revisions
      
    Throws a rotating model with gravity, collisions, and sound effects. Models don't fade out.

| Type | Name | Description | 
|---|---|---|
| Vector | pos | Sarting position for the effect | 
| Vector | velocity | Speed and direction of the model | 
| float | yaw | Initial yaw rotation of the model | 
| string | model | Model to display | 
| uint8 | bounceSound | Possible values: 0 : No Sound 1 : Bullet casing 2 : Shotgun shell | 
| uint8 | life | Time to display model (seconds * 0.1) | 
void CEntityFuncs::EjectBrass(const Vector& in vecOrigin, const Vector& in vecVelocity, float flRotation, int iModel, TE_BOUNCE soundtype)
void te_model(Vector pos, Vector velocity, float yaw=0, 
	string model="models/agibs.mdl", uint8 bounceSound=2, uint8 life=32,
	NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null)
{
	NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest);
	m.WriteByte(TE_MODEL);
	m.WriteCoord(pos.x);
	m.WriteCoord(pos.y);
	m.WriteCoord(pos.z);
	m.WriteCoord(velocity.x);
	m.WriteCoord(velocity.y);
	m.WriteCoord(velocity.z);
	m.WriteAngle(yaw);
	m.WriteShort(g_EngineFuncs.ModelIndex(model));
	m.WriteByte(bounceSound);
	m.WriteByte(life);
	m.End();
}
