public Avalanche(id, skill, props)
{
poke_sound(id, CHAN_VOICE, SND_WADE)
new level = AVALANCHE_DAMAGE*SkillLevel(id, skill)
new radius = AVALANCHE_RADIUS + level
new Float:attack_origin[3];
pev(id, pev_origin, attack_origin);
skillAoEdamage(id, attack_origin, radius, level, skill, AOE_IGNORE|AOE_MAXDAM, _, STATUS_FROZEN, -1);
FVecIVec( attack_origin, origin[id] );
// blast circles
message_begin( MSG_PAS, SVC_TEMPENTITY, origin[id] )
write_byte(TE_BEAMCYLINDER)
write_coord( origin[id][0])
write_coord( origin[id][1])
write_coord( origin[id][2] - 16)
write_coord( origin[id][0])
write_coord( origin[id][1])
write_coord( origin[id][2] - 16 + radius/2)
write_short( SPRITE_INDEX[SPR_STEAM1] )
write_byte( 0 ) // startframe
write_byte( 0 ) // framerate
write_byte( 25 ) // life
write_byte( 16 ) // width
write_byte( 0 ) // noise
write_byte( 0 ) // r
write_byte( 0 ) // g
write_byte( 200 ) // b
write_byte( 150 ) //brightness
write_byte( 0 ) // speed
message_end()
return SKILL_USED;
}