Thread: draw beam
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Re: draw beam
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botman
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Status: Offline
Posts: 280
Join Date: Jan 2004
Location: Plano, TX
Default Re: draw beam - 02-01-2005

You might want to consider using NDebugOverlay stuff instead of beams. NDebugOverlay includes...
Code:
 void Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration);
 void BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &forward, int r, int g, int b, int a, float flDuration);
 void BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float flDuration);
 void SweptBox(const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration);
 void EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration );
 void Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float flDuration );
 void Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration );
 void EntityText( int entityID, int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255);
 void Grid( const Vector &vPosition );
 void Text( const Vector &origin, const char *text, bool bViewCheck, float flDuration );
 void ScreenText( float fXpos, float fYpos, const char *text, int r, int g, int b, int a, float flDuration);
 void Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float flDuration );
 void Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration );
 void Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration );
 void Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration );
 void DrawOverlayLines(void);
 void DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float flDuration );
 void DrawGroundCrossHairOverlay();
 void HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration);
 void YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration);
 void VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration);
See src\dlls\ndebugoverlay.cpp for details.

I'm not sure if/how NDebugOverlay would work from a plugin, but it seems like a much better system for drawing "debug" lines/boxes/text/etc in the game.

botman
  
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