import es, effectlib, gamethread, random tracking = {} def load(): DeathBeam() def player_spawn(ev): global tracking userid = int(ev['userid']) tracking[userid] = { 'attacker location':0, 'death location':0 } def player_death(ev): userid = int(ev['userid']) tracking[userid] = { 'attacker location':list(es.getplayerlocation(ev['attacker'])), 'death location':list(es.getplayerlocation(userid)) } see_thru_walls_sprite = "effects/muzzleflash1.vmt" def DeathBeam(): for userid in es.getUseridList(): if es.getplayerprop(userid, 'CBasePlayer.pl.deadflag'): es.server.queuecmd('est_effect %s %s %s %s %s %s %s %s %s %s %s %s %s %s %s %s %s'%(3, userid, 0, see_thru_walls_sprite, tracking[int(userid)]['attacker location'][0], tracking[int(userid)]['attacker location'][1], tracking[int(userid)]['attacker location'][2] + 20, tracking[int(userid)]['death location'][0], tracking[int(userid)]['death location'][1], tracking[int(userid)]['death location'][2] + 20, .1, 5, 5, 255, 0, 0, 255)) gamethread.delayedname(.1, 'loops_Thermal', DeathBeam)