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TE_BEAMPOINTS
wootguy edited this page Nov 29, 2025
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4 revisions
An additive sprite beam between two static points.
| Type | Name | Description |
|---|---|---|
| Vector | start | Starting position of the beam |
| Vector | end | End position of the beam |
| const char* | sprite | Sprite used to display the beam |
| uint8_t | frameStart | Starting frame for the beam sprite |
| uint8_t | frameRate | Frame rate of the beam sprite (FPS * 0.1) |
| uint8_t | life | How long to display the beam (seconds * 0.1) |
| uint8_t | width | Width of the beam (units * 0.1) |
| uint8_t | noise | Noise amplitude (units * 0.1) |
| RGBA | c | Beam RGBA and brightness |
| uint8_t | scroll | Scroll rate of the beam sprite |
void te_beampoints(Vector start, Vector end,
const char* sprite="sprites/laserbeam.spr", uint8_t frameStart=0,
uint8_t frameRate=100, uint8_t life=10, uint8_t width=32, uint8_t noise=1,
RGBA c=PURPLE, uint8_t scroll=32,
int msgType=MSG_BROADCAST, edict_t* dest=NULL)
{
MESSAGE_BEGIN(msgType, SVC_TEMPENTITY, dest);
WRITE_BYTE(TE_BEAMPOINTS);
WRITE_COORD(start.x);
WRITE_COORD(start.y);
WRITE_COORD(start.z);
WRITE_COORD(end.x);
WRITE_COORD(end.y);
WRITE_COORD(end.z);
WRITE_SHORT(MODEL_INDEX(sprite));
WRITE_BYTE(frameStart);
WRITE_BYTE(frameRate);
WRITE_BYTE(life);
WRITE_BYTE(width);
WRITE_BYTE(noise);
WRITE_BYTE(c.r);
WRITE_BYTE(c.g);
WRITE_BYTE(c.b);
WRITE_BYTE(c.a); // actually brightness
WRITE_BYTE(scroll);
MESSAGE_END();
}