9 WriteHeader(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
11 WriteVector(MSG_ENTITY, myorg);
12 WriteVector(MSG_ENTITY, mysize);
36 this.
dest =
'0 0 -700';
40 SetBrushEntityModel(
this,
true);
51 if(this.
count > 65535)
56 Net_LinkEntity(
this,
false, 0, rainsnow_SendEntity);
76 this.
dest =
'0 0 -300';
80 SetBrushEntityModel(
this,
true);
91 if(this.
count > 65535)
96 Net_LinkEntity(
this,
false, 0, rainsnow_SendEntity);
99 float autocvar_cl_rainsnow_maxdrawdist = 1000;
101 void Draw_RainSnow(
entity this)
103 float drawdist = ((this.
fade_end) ? this.
fade_end : autocvar_cl_rainsnow_maxdrawdist);
104 vector maxdist =
'1 1 1' * drawdist;
109 vector mysize = effbox_max - effbox_min;
110 float mycount =
bound(1, 0.1 * this.
count * (mysize.x / 1024) * (mysize.y / 1024), 65535);
123 this.
state = ReadByte();
124 this.
origin = ReadVector();
125 this.
maxs = ReadVector();
127 this.
count = ReadShort();
133 this.mins = -0.5 * this.
maxs;
138 setsize(
this, this.mins, this.
maxs);
141 this.draw = Draw_RainSnow;
float compressShortVector(vector vec)
#define REGISTER_NET_LINKED(id)
#define NET_HANDLE(id, param)
spawnfunc(info_player_attacker)
ERASEABLE vector vec_to_max(vector a, vector b)
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
ERASEABLE vector vec_to_min(vector a, vector b)
vector decompressShortVector(int data)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
IntrusiveList g_drawables
void set_movetype(entity this, int mt)