Effects: Difference between revisions

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enum
{{disambig}}
{
Effects may refer to:
[[EF_BONEMERGE]] = 0x001, // Performs bone merge on client side
* The {{code|effects}} KV, used for effect flags
[[EF_BRIGHTLIGHT]] = 0x002, // DLIGHT centered at entity origin
:* [[Effect flags]]
[[EF_DIMLIGHT]] = 0x004, // player flashlight
:* [[Effect flags (GoldSrc)]]
[[EF_NOINTERP]] = 0x008, // don't interpolate the next frame
*[[Custom camera effects]]
[[EF_NOSHADOW]] = 0x010, // Don't cast no shadow
*[[Special effects]] ([[:Category:Special effects]])
[[EF_NODRAW]] = 0x020, // don't draw entity
**[[Special Effects - Introduction]]
[[EF_NORECEIVESHADOW]] = 0x040, // Don't receive no shadow
**[[Special Effects - Server Control]]
[[EF_BONEMERGE_FASTCULL]] = 0x080, // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its
// parent and uses the parent's bbox + the max extents of the aiment.
// Otherwise, it sets up the parent's bones every frame to figure out where to place
// the aiment, which is inefficient because it'll setup the parent's bones even if
// the parent is not in the PVS.
[[EF_ITEM_BLINK]] = 0x100, // blink an item so that the user notices it.
[[EF_PARENT_ANIMATES]] = 0x200, // always assume that the parent entity is animating
EF_MAX_BITS = 10
};
[[Category:Level Design]] [[Category:Programming]]

Latest revision as of 05:07, 15 September 2024

Icon-disambig.png
This is a disambiguation page, a list of pages that otherwise might share the same title.
If an article link referred you to this title, you might want to go back and fix it to point directly to the intended page.

Effects may refer to:

  • The effects KV, used for effect flags