cool, i found that interface for ieffects.  but when calling the beam
function, it takes like 10 parameters.

virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
                int nHaloIndex, unsigned char frameStart, unsigned char 
frameRate,
                float flLife, unsigned char width, unsigned char endWidth, 
unsigned
char fadeLength,
                unsigned char noise, unsigned char red, unsigned char green,
                unsigned char blue, unsigned char brightness, unsigned char 
speed) = 0

i cant find any documentation on what modelindex, haloindex,
framestart, framerate, flLife, etc mean.  If i try to run with just 0
values and make a beam, nothing happens, if i try to put a 1 in model
index the game will crash when i make a beam.  does anyone have any
info on how to use this?



On 8/30/07, LDuke <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> There is also a beam in the IEffects interface (IEFFECTS_INTERFACE_VERSION)
> that might work for you given the right material.
>
> If that would work, it's much easier than scanning memory for a function
> that calls the ITempEntsSystem and trying to copy the pointer for the
> tempents instance.
>
>
> On 8/30/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > You need to hard link with the ITempEntsSystem instance. You can learn
> > more
> > at http://wiki.alliedmods.net/Signature_Scanning , although it's much
> > easier
> > if it's done on Linux only since there are symbol tables.
> > --
> >
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> >
> >
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>
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