faluco@1039: /** faluco@1039: * vim: set ts=4 : ds@1330: * ============================================================================= ds@1947: * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. ds@1330: * ============================================================================= ds@1330: * ds@1330: * This file is part of the SourceMod/SourcePawn SDK. faluco@1039: * ds@1330: * This program is free software; you can redistribute it and/or modify it under ds@1330: * the terms of the GNU General Public License, version 3.0, as published by the ds@1330: * Free Software Foundation. ds@1330: * ds@1330: * This program is distributed in the hope that it will be useful, but WITHOUT ds@1330: * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS ds@1330: * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more ds@1330: * details. ds@1330: * ds@1330: * You should have received a copy of the GNU General Public License along with ds@1330: * this program. If not, see . ds@1330: * ds@1330: * As a special exception, AlliedModders LLC gives you permission to link the ds@1330: * code of this program (as well as its derivative works) to "Half-Life 2," the ds@1330: * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software ds@1330: * by the Valve Corporation. You must obey the GNU General Public License in ds@1330: * all respects for all other code used. Additionally, AlliedModders LLC grants ds@1330: * this exception to all derivative works. AlliedModders LLC defines further ds@1330: * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007), ds@1330: * or . faluco@1039: * faluco@1039: * Version: $Id$ faluco@1039: */ faluco@1039: faluco@1039: #if defined _te_stocks_included faluco@1039: #endinput faluco@1039: #endif faluco@1039: #define _te_stocks_included faluco@1039: faluco@1039: /** faluco@1040: * @section TE Explosion flags. faluco@1040: */ faluco@1040: #define TE_EXPLFLAG_NONE 0x0 /**< all flags clear makes default Half-Life explosion */ faluco@1040: #define TE_EXPLFLAG_NOADDITIVE 0x1 /**< sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite) */ faluco@1040: #define TE_EXPLFLAG_NODLIGHTS 0x2 /**< do not render dynamic lights */ faluco@1040: #define TE_EXPLFLAG_NOSOUND 0x4 /**< do not play client explosion sound */ faluco@1040: #define TE_EXPLFLAG_NOPARTICLES 0x8 /**< do not draw particles */ faluco@1040: #define TE_EXPLFLAG_DRAWALPHA 0x10 /**< sprite will be drawn alpha */ faluco@1040: #define TE_EXPLFLAG_ROTATE 0x20 /**< rotate the sprite randomly */ faluco@1040: #define TE_EXPLFLAG_NOFIREBALL 0x40 /**< do not draw a fireball */ faluco@1040: #define TE_EXPLFLAG_NOFIREBALLSMOKE 0x80 /**< do not draw smoke with the fireball */ faluco@1040: faluco@1040: /** faluco@1040: * @endsection faluco@1040: */ faluco@1040: faluco@1040: /** faluco@1040: * @section TE Beam flags. faluco@1040: */ faluco@1040: #define FBEAM_STARTENTITY 0x00000001 faluco@1040: #define FBEAM_ENDENTITY 0x00000002 faluco@1040: #define FBEAM_FADEIN 0x00000004 faluco@1040: #define FBEAM_FADEOUT 0x00000008 faluco@1040: #define FBEAM_SINENOISE 0x00000010 faluco@1040: #define FBEAM_SOLID 0x00000020 faluco@1040: #define FBEAM_SHADEIN 0x00000040 faluco@1040: #define FBEAM_SHADEOUT 0x00000080 faluco@1040: #define FBEAM_ONLYNOISEONCE 0x00000100 /**< Only calculate our noise once */ faluco@1040: #define FBEAM_NOTILE 0x00000200 faluco@1040: #define FBEAM_USE_HITBOXES 0x00000400 /**< Attachment indices represent hitbox indices instead when this is set. */ faluco@1040: #define FBEAM_STARTVISIBLE 0x00000800 /**< Has this client actually seen this beam's start entity yet? */ faluco@1040: #define FBEAM_ENDVISIBLE 0x00001000 /**< Has this client actually seen this beam's end entity yet? */ faluco@1040: #define FBEAM_ISACTIVE 0x00002000 faluco@1040: #define FBEAM_FOREVER 0x00004000 faluco@1040: #define FBEAM_HALOBEAM 0x00008000 /**< When drawing a beam with a halo, don't ignore the segments and endwidth */ faluco@1040: faluco@1040: /** faluco@1040: * @endsection faluco@1040: */ faluco@1040: faluco@1040: /** faluco@1039: * Sets up a sparks effect. faluco@1039: * faluco@1039: * @param pos Position of the sparks. faluco@1039: * @param dir Direction of the sparks. faluco@1039: * @param Magnitude Sparks size. faluco@1039: * @param TrailLength Trail lenght of the sparks. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupSparks(const Float:pos[3], const Float:dir[3], Magnitude, TrailLength) faluco@1039: { faluco@1039: TE_Start("Sparks"); faluco@1039: TE_WriteVector("m_vecOrigin[0]", pos); faluco@1039: TE_WriteVector("m_vecDir", dir); faluco@1039: TE_WriteNum("m_nMagnitude", Magnitude); faluco@1039: TE_WriteNum("m_nTrailLength", TrailLength); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a smoke effect. faluco@1039: * faluco@1039: * @param pos Position of the smoke. faluco@1039: * @param Model Precached model index. faluco@1039: * @param Scale Scale of the smoke. faluco@1039: * @param Framerate Frame rate of the smoke. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupSmoke(const Float:pos[3], Model, Float:Scale, FrameRate) faluco@1039: { faluco@1039: TE_Start("Smoke"); faluco@1039: TE_WriteVector("m_vecOrigin", pos); faluco@1039: TE_WriteNum("m_nModelIndex", Model); faluco@1039: TE_WriteFloat("m_fScale", Scale); faluco@1039: TE_WriteNum("m_nFrameRate", FrameRate); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a dust cloud effect. faluco@1039: * faluco@1039: * @param pos Position of the dust. faluco@1039: * @param dir Direction of the dust. faluco@1039: * @param Size Dust cloud size. faluco@1039: * @param Speed Dust cloud speed. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupDust(const Float:pos[3], const Float:dir[3], Float:Size, Float:Speed) faluco@1039: { faluco@1039: TE_Start("Dust"); faluco@1039: TE_WriteVector("m_vecOrigin[0]", pos); faluco@1039: TE_WriteVector("m_vecDirection", dir); faluco@1039: TE_WriteFloat("m_flSize", Size); faluco@1039: TE_WriteFloat("m_flSpeed", Speed); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a muzzle flash effect. faluco@1039: * faluco@1039: * @param pos Position of the muzzle flash. faluco@1039: * @param angles Rotation angles of the muzzle flash. faluco@1039: * @param Scale Scale of the muzzle flash. faluco@1039: * @param Type Muzzle flash type to render (Mod specific). faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupMuzzleFlash(const Float:pos[3], const Float:angles[3], Float:Scale, Type) faluco@1039: { faluco@1039: TE_Start("MuzzleFlash"); faluco@1039: TE_WriteVector("m_vecOrigin", pos); faluco@1039: TE_WriteVector("m_vecAngles", angles); faluco@1039: TE_WriteFloat("m_flScale", Scale); faluco@1039: TE_WriteNum("m_nType", Type); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a metal sparks effect. faluco@1039: * faluco@1039: * @param pos Position of the metal sparks. faluco@1039: * @param dir Direction of the metal sparks. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupMetalSparks(const Float:pos[3], const Float:dir[3]) faluco@1039: { faluco@1039: TE_Start("Metal Sparks"); faluco@1039: TE_WriteVector("m_vecPos", pos); faluco@1039: TE_WriteVector("m_vecDir", dir); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up an energy splash effect. faluco@1039: * faluco@1039: * @param pos Position of the energy splash. faluco@1039: * @param dir Direction of the energy splash. faluco@1039: * @param Explosive Makes the effect explosive. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupEnergySplash(const Float:pos[3], const Float:dir[3], bool:Explosive) faluco@1039: { faluco@1039: TE_Start("Energy Splash"); faluco@1039: TE_WriteVector("m_vecPos", pos); faluco@1039: TE_WriteVector("m_vecDir", dir); faluco@1039: TE_WriteNum("m_bExplosive", Explosive); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up an armor ricochet effect. faluco@1039: * faluco@1039: * @param pos Position of the armor ricochet. faluco@1039: * @param dir Directon of the armor ricochet. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupArmorRicochet(const Float:pos[3], const Float:dir[3]) faluco@1039: { faluco@1039: TE_Start("Armor Ricochet"); faluco@1039: TE_WriteVector("m_vecPos", pos); faluco@1039: TE_WriteVector("m_vecDir", dir); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a glowing sprite effect. faluco@1039: * faluco@1039: * @param pos Position of the sprite. faluco@1039: * @param Model Precached model index. faluco@1039: * @param Life Time duration of the sprite. faluco@1039: * @param Size Sprite size. faluco@1039: * @param Brightness Sprite brightness. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupGlowSprite(const Float:pos[3], Model, Float:Life, Float:Size, Brightness) faluco@1039: { faluco@1039: TE_Start("GlowSprite"); faluco@1039: TE_WriteVector("m_vecOrigin", pos); faluco@1039: TE_WriteNum("m_nModelIndex", Model); faluco@1039: TE_WriteFloat("m_fScale", Size); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteNum("m_nBrightness", Brightness); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a explosion effect. faluco@1039: * faluco@1039: * @param pos Explosion position. faluco@1039: * @param Model Precached model index. faluco@1039: * @param Scale Explosion scale. faluco@1039: * @param Framerate Explosion frame rate. faluco@1039: * @param Flags Explosion flags. faluco@1039: * @param Radius Explosion radius. faluco@1039: * @param Magnitude Explosion size. faluco@1039: * @param normal Normal vector to the explosion. faluco@1039: * @param MaterialType Exploded material type. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupExplosion(const Float:pos[3], Model, Float:Scale, Framerate, Flags, Radius, Magnitude, const Float:normal[3]={0.0, 0.0, 1.0}, MaterialType='C') faluco@1039: { faluco@1039: TE_Start("Explosion"); faluco@1039: TE_WriteVector("m_vecOrigin[0]", pos); faluco@1039: TE_WriteVector("m_vecNormal", normal); faluco@1039: TE_WriteNum("m_nModelIndex", Model); faluco@1039: TE_WriteFloat("m_fScale", Scale); faluco@1039: TE_WriteNum("m_nFrameRate", Framerate); faluco@1039: TE_WriteNum("m_nFlags", Flags); faluco@1039: TE_WriteNum("m_nRadius", Radius); faluco@1039: TE_WriteNum("m_nMagnitude", Magnitude); faluco@1039: TE_WriteNum("m_chMaterialType", MaterialType); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a blood sprite effect. faluco@1039: * faluco@1039: * @param pos Position of the sprite. faluco@1039: * @param dir Sprite direction. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @param Size Sprite size. faluco@1039: * @param SprayModel Precached model index. faluco@1039: * @param BloodDropModel Precached model index. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupBloodSprite(const Float:pos[3], const Float:dir[3], const color[4], Size, SprayModel, BloodDropModel) faluco@1039: { faluco@1039: TE_Start("Blood Sprite"); faluco@1039: TE_WriteVector("m_vecOrigin", pos); faluco@1039: TE_WriteVector("m_vecDirection", dir); faluco@1039: TE_WriteNum("r", color[0]); faluco@1039: TE_WriteNum("g", color[1]); faluco@1039: TE_WriteNum("b", color[2]); faluco@1039: TE_WriteNum("a", color[3]); faluco@1039: TE_WriteNum("m_nSize", Size); faluco@1039: TE_WriteNum("m_nSprayModel", SprayModel); faluco@1039: TE_WriteNum("m_nDropModel", BloodDropModel); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a beam ring point effect. faluco@1039: * faluco@1039: * @param center Center position of the ring. faluco@1039: * @param Start_Radius Initial ring radius. faluco@1039: * @param End_Radius Final ring radius. faluco@1039: * @param ModelIndex Precached model index. faluco@1039: * @param HaloIndex Precached model index. faluco@1039: * @param StartFrame Initital frame to render. faluco@1039: * @param FrameRate Ring frame rate. faluco@1039: * @param Life Time duration of the ring. faluco@1039: * @param Width Beam width. faluco@1039: * @param Amplitude Beam amplitude. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @param Speed Speed of the beam. faluco@1039: * @param Flags Beam flags. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame, faluco@1039: FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags) faluco@1039: { faluco@1039: TE_Start("BeamRingPoint"); faluco@1039: TE_WriteVector("m_vecCenter", center); faluco@1039: TE_WriteFloat("m_flStartRadius", Start_Radius); faluco@1039: TE_WriteFloat("m_flEndRadius", End_Radius); faluco@1039: TE_WriteNum("m_nModelIndex", ModelIndex); faluco@1039: TE_WriteNum("m_nHaloIndex", HaloIndex); faluco@1039: TE_WriteNum("m_nStartFrame", StartFrame); faluco@1039: TE_WriteNum("m_nFrameRate", FrameRate); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteFloat("m_fWidth", Width); faluco@1039: TE_WriteFloat("m_fEndWidth", Width); faluco@1039: TE_WriteFloat("m_fAmplitude", Amplitude); faluco@1039: TE_WriteNum("r", Color[0]); faluco@1039: TE_WriteNum("g", Color[1]); faluco@1039: TE_WriteNum("b", Color[2]); faluco@1039: TE_WriteNum("a", Color[3]); faluco@1039: TE_WriteNum("m_nSpeed", Speed); faluco@1039: TE_WriteNum("m_nFlags", Flags); faluco@1039: TE_WriteNum("m_nFadeLength", 0); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a point to point beam effect. faluco@1039: * faluco@1039: * @param start Start position of the beam. faluco@1039: * @param end End position of the beam. faluco@1039: * @param ModelIndex Precached model index. faluco@1039: * @param HaloIndex Precached model index. faluco@1039: * @param StartFrame Initital frame to render. faluco@1039: * @param FrameRate Beam frame rate. faluco@1039: * @param Life Time duration of the beam. faluco@1039: * @param Width Initial beam width. faluco@1039: * @param EndWidth Final beam width. faluco@1039: * @param FadeLength Beam fade time duration. faluco@1039: * @param Amplitude Beam amplitude. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @param Speed Speed of the beam. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupBeamPoints(const Float:start[3], const Float:end[3], ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, faluco@1039: Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed) faluco@1039: { faluco@1039: TE_Start("BeamPoints"); faluco@1039: TE_WriteVector("m_vecStartPoint", start); faluco@1039: TE_WriteVector("m_vecEndPoint", end); faluco@1039: TE_WriteNum("m_nModelIndex", ModelIndex); faluco@1039: TE_WriteNum("m_nHaloIndex", HaloIndex); faluco@1039: TE_WriteNum("m_nStartFrame", StartFrame); faluco@1039: TE_WriteNum("m_nFrameRate", FrameRate); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteFloat("m_fWidth", Width); faluco@1039: TE_WriteFloat("m_fEndWidth", EndWidth); faluco@1039: TE_WriteFloat("m_fAmplitude", Amplitude); faluco@1039: TE_WriteNum("r", Color[0]); faluco@1039: TE_WriteNum("g", Color[1]); faluco@1039: TE_WriteNum("b", Color[2]); faluco@1039: TE_WriteNum("a", Color[3]); faluco@1039: TE_WriteNum("m_nSpeed", Speed); faluco@1039: TE_WriteNum("m_nFadeLength", FadeLength); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up an entity to entity laser effect. faluco@1039: * faluco@1039: * @param StartEntity Entity index from where the beam starts. faluco@1039: * @param EndEntity Entity index from where the beam ends. faluco@1039: * @param ModelIndex Precached model index. faluco@1039: * @param HaloIndex Precached model index. faluco@1039: * @param StartFrame Initital frame to render. faluco@1039: * @param FrameRate Beam frame rate. faluco@1039: * @param Life Time duration of the beam. faluco@1039: * @param Width Initial beam width. faluco@1039: * @param EndWidth Final beam width. faluco@1039: * @param FadeLength Beam fade time duration. faluco@1039: * @param Amplitude Beam amplitude. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @param Speed Speed of the beam. faluco@1039: * @noreturn faluco@1039: */ faluco@1039: stock TE_SetupBeamLaser(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, faluco@1039: Float:Width, Float:EndWidth, FadeLength, Float:Amplitude, const Color[4], Speed) faluco@1039: { faluco@1039: TE_Start("BeamLaser"); faluco@1039: TE_WriteEncodedEnt("m_nStartEntity", StartEntity); faluco@1039: TE_WriteEncodedEnt("m_nEndEntity", EndEntity); faluco@1039: TE_WriteNum("m_nModelIndex", ModelIndex); faluco@1039: TE_WriteNum("m_nHaloIndex", HaloIndex); faluco@1039: TE_WriteNum("m_nStartFrame", StartFrame); faluco@1039: TE_WriteNum("m_nFrameRate", FrameRate); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteFloat("m_fWidth", Width); faluco@1039: TE_WriteFloat("m_fEndWidth", EndWidth); faluco@1039: TE_WriteFloat("m_fAmplitude", Amplitude); faluco@1039: TE_WriteNum("r", Color[0]); faluco@1039: TE_WriteNum("g", Color[1]); faluco@1039: TE_WriteNum("b", Color[2]); faluco@1039: TE_WriteNum("a", Color[3]); faluco@1039: TE_WriteNum("m_nSpeed", Speed); faluco@1039: TE_WriteNum("m_nFadeLength", FadeLength); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a beam ring effect. faluco@1039: * faluco@1039: * @param StartEntity Entity index from where the ring starts. faluco@1039: * @param EndEntity Entity index from where the ring ends. faluco@1039: * @param ModelIndex Precached model index. faluco@1039: * @param HaloIndex Precached model index. faluco@1039: * @param StartFrame Initital frame to render. faluco@1039: * @param FrameRate Ring frame rate. faluco@1039: * @param Life Time duration of the ring. faluco@1039: * @param Width Beam width. faluco@1039: * @param Amplitude Beam amplitude. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @param Speed Speed of the beam. faluco@1039: * @param Flags Beam flags. faluco@1039: * @noreturn faluco@1039: */ dvander@1058: stock TE_SetupBeamRing(StartEntity, EndEntity, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags) faluco@1039: { faluco@1039: TE_Start("BeamRing"); faluco@1039: TE_WriteEncodedEnt("m_nStartEntity", StartEntity); faluco@1039: TE_WriteEncodedEnt("m_nEndEntity", EndEntity); faluco@1039: TE_WriteNum("m_nModelIndex", ModelIndex); faluco@1039: TE_WriteNum("m_nHaloIndex", HaloIndex); faluco@1039: TE_WriteNum("m_nStartFrame", StartFrame); faluco@1039: TE_WriteNum("m_nFrameRate", FrameRate); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteFloat("m_fWidth", Width); faluco@1039: TE_WriteFloat("m_fEndWidth", Width); faluco@1039: TE_WriteFloat("m_fAmplitude", Amplitude); faluco@1039: TE_WriteNum("r", Color[0]); faluco@1039: TE_WriteNum("g", Color[1]); faluco@1039: TE_WriteNum("b", Color[2]); faluco@1039: TE_WriteNum("a", Color[3]); faluco@1039: TE_WriteNum("m_nSpeed", Speed); faluco@1039: TE_WriteNum("m_nFadeLength", 0); faluco@1039: TE_WriteNum("m_nFlags", Flags); faluco@1039: } faluco@1039: faluco@1039: /** faluco@1039: * Sets up a follow beam effect. faluco@1039: * faluco@1039: * @param EntIndex Entity index from where the beam starts. faluco@1039: * @param ModelIndex Precached model index. faluco@1039: * @param HaloIndex Precached model index. faluco@1039: * @param Life Time duration of the beam. faluco@1039: * @param Width Initial beam width. faluco@1039: * @param EndWidth Final beam width. faluco@1039: * @param FadeLength Beam fade time duration. faluco@1039: * @param color Color array (r, g, b, a). faluco@1039: * @noreturn faluco@1039: */ dvander@1058: stock TE_SetupBeamFollow(EntIndex, ModelIndex, HaloIndex, Float:Life, Float:Width, Float:EndWidth, FadeLength, const Color[4]) faluco@1039: { faluco@1039: TE_Start("BeamFollow"); faluco@1039: TE_WriteEncodedEnt("m_iEntIndex", EntIndex); faluco@1039: TE_WriteNum("m_nModelIndex", ModelIndex); faluco@1039: TE_WriteNum("m_nHaloIndex", HaloIndex); faluco@1039: TE_WriteNum("m_nStartFrame", 0); faluco@1039: TE_WriteNum("m_nFrameRate", 0); faluco@1039: TE_WriteFloat("m_fLife", Life); faluco@1039: TE_WriteFloat("m_fWidth", Width); faluco@1039: TE_WriteFloat("m_fEndWidth", EndWidth); faluco@1039: TE_WriteNum("m_nFadeLength", FadeLength); faluco@1039: TE_WriteNum("r", Color[0]); faluco@1039: TE_WriteNum("g", Color[1]); faluco@1039: TE_WriteNum("b", Color[2]); faluco@1039: TE_WriteNum("a", Color[3]); faluco@1039: }