bmap RapidFireBmap = <laser_red_small.tga>;
VAR RapidFireAnzahlPartikel = 5; //number of particles used for this effect
Function RapidFire_spec_fun()
{
c_trace(vector(my.skill_d,my.skill_y,my.skill_z),my.x,ignore_passable+ignore_me+ignore_sprites);
if(trace_hit == 1)
{
my.vel_x = 0;
my.vel_y = 0;
my.vel_z = 0;
my.lifespan = 0;
you.visible = off;
}
my.skill_d = my.x; my.skill_y = my.y; my.skill_z = my.z;
my.alpha -= 0 *time;
IF(My.alpha < 0) { my.alpha = 0; my.lifespan = 0; }
}
Function RapidFirespezial()
{
my.blue = 128 ;
my.green = 128 ;
my.red = 128 ;
my.bmap = RapidFireBmap; //the effect bitmap
vec_for_angle(temp,vector(you.pan,you.tilt,0));
vec_scale(temp,10);
my.vel_x = temp.x ;
my.vel_y = temp.y ;
my.vel_z = temp.z ;
my.size = 2 ;
my.alpha = 55.795 ;
my.gravity = 0 ;
my.streak = off;
my.flare = on;
my.bright = on;
my.beam = on;
my.move = on;
my.transparent = on;
my.function = RapidFire_spec_fun;
}