Syntax: Select all
ITempEntsSystem : public IPredictionSystem
{
public:
virtual void ArmorRicochet( IRecipientFilter& filer, float delay,
const Vector* pos, const Vector* dir ) = 0;
virtual void BeamEntPoint( IRecipientFilter& filer, float delay,
int nStartEntity, const Vector *start, int nEndEntity, const Vector* end,
int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude,
int r, int g, int b, int a, int speed ) = 0;
virtual void BeamEnts( IRecipientFilter& filer, float delay,
int start, int end, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude,
int r, int g, int b, int a, int speed ) = 0;
virtual void BeamFollow( IRecipientFilter& filter, float delay,
int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
float fadeLength, float r, float g, float b, float a ) = 0;
virtual void BeamPoints( IRecipientFilter& filer, float delay,
const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude,
int r, int g, int b, int a, int speed ) = 0;
...
So, we can simply call:
Syntax: Select all
te_system.beam_points(filter, delay, start, end ...)