rendered paste body bf_write* pBitBuf = UserMessageBegin(&Filter, "Fade"); if (!pBitBuf) return false; pBitBuf->WriteShort((short)(fFadeTime * 1000)); // fade out/in time pBitBuf->WriteShort((short)(fHoldTime * 1000)); // how long fade lasts pBitBuf->WriteShort(nFlags); // FFADE_IN - fade back in, FFADE_OUT - fade out to color, FFADE_PURGE - remove all fades, FFADE_STAYOUT - fade and stay, FFADE_MODULATE - blends colors? pBitBuf->WriteByte(red); // fade red pBitBuf->WriteByte(green); // fade green pBitBuf->WriteByte(blue); // fade blue pBitBuf->WriteByte(alpha); // fade alpha transparency engine->MessageEnd(); bf_write* pBitBuf = UserMessageBegin(&Filter, "Shake"); if (!pBitBuf) return false; pBitBuf->WriteByte(nType); // shake command (SHAKE_START, STOP, FREQUENCY, AMPLITUDE) pBitBuf->WriteFloat(fMagnitude); // shake magnitude/amplitude pBitBuf->WriteFloat(fNoise); // shake noise frequency pBitBuf->WriteFloat(fTime); // shake lasts this long engine->MessageEnd();