message_begin(MSG_BROADCAST, SVC_TEMPENTITY); write_byte(TE_BEAMFOLLOW); write_short(entity); // entity write_short(gTrail); // sprite write_byte(20); // life write_byte(10); // width write_byte(iColors[0]); // red write_byte(iColors[1]); // green write_byte(iColors[2]); // blue write_byte(255); // brightness message_end();I te linijki, żeby posprzątać pozostałe rzeczy związane ze smugą
new gTrail; new const gModelTrail[] = "sprites/lgtning.spr" gTrail = precache_model(gModelTrail)