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Jan 16th, 2017
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  1. public Action EVENT_playerDeath(Handle event, const char[] name, bool dontBroadcast)
  2. {
  3. new count, client;
  4. for (new i = 1; i <= MaxClients; i++)
  5. {
  6. if (IsClientInGame(i) && IsPlayerAlive(i))
  7. {
  8. client = i;
  9. count++;
  10. }
  11. }
  12.  
  13. if (count == 2)
  14. {
  15. g_hTimer = CreateTimer(0.1, MakeRainbowTrail, client, TIMER_REPEAT);
  16. }
  17. }
  18.  
  19. public Action MakeRainbowTrail(Handle timer, any client)
  20. {
  21. decl Float:start_pos[3];
  22. GetClientAbsOrigin(i,start_pos);
  23. //TE_SetupBeamRingPoint(const Float:center[3], Float:Start_Radius, Float:End_Radius, ModelIndex, HaloIndex, StartFrame, FrameRate, Float:Life, Float:Width, Float:Amplitude, const Color[4], Speed, Flags)
  24. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {255,0,0,255}, 10, 0);
  25. TE_SendToAll(0.0);
  26. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {255, 127, 0,255}, 10, 0);
  27. TE_SendToAll(0.05);
  28. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {255, 255, 0,255}, 10, 0);
  29. TE_SendToAll(0.13);
  30. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {0, 255, 0,255}, 10, 0);
  31. TE_SendToAll(0.26);
  32. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {0, 127, 255,255}, 10, 0);
  33. TE_SendToAll(0.33);
  34. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {0,0,255,255}, 10, 0);
  35. TE_SendToAll(0.43);
  36. TE_SetupBeamRingPoint(start_pos, 100.0, 0.0, g_BeamSprite, g_HaloSprite, 0, 1, 1.0, 5.0, 0.0, {143, 0, 255,255}, 10, 0);
  37. TE_SendToAll(0.50);
  38.  
  39.  
  40. return Plugin_Handled;
  41. }
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