Effects: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (aligned) |
||
| Line 4: | Line 4: | ||
[[EF_BRIGHTLIGHT]] = 0x002, // DLIGHT centered at entity origin | [[EF_BRIGHTLIGHT]] = 0x002, // DLIGHT centered at entity origin | ||
[[EF_DIMLIGHT]] = 0x004, // player flashlight | [[EF_DIMLIGHT]] = 0x004, // player flashlight | ||
[[EF_NOINTERP]] | [[EF_NOINTERP]] = 0x008, // don't interpolate the next frame | ||
[[EF_NOSHADOW]] | [[EF_NOSHADOW]] = 0x010, // Don't cast no shadow | ||
[[EF_NODRAW]] | [[EF_NODRAW]] = 0x020, // don't draw entity | ||
[[EF_NORECEIVESHADOW]] = 0x040, // Don't receive no shadow | [[EF_NORECEIVESHADOW]] = 0x040, // Don't receive no shadow | ||
[[EF_BONEMERGE_FASTCULL]] = 0x080, // For use with EF_BONEMERGE. If this is set, then it places this ent's origin at its | [[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_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_PARENT_ANIMATES]] = 0x200, // always assume that the parent entity is animating | ||
Revision as of 10:28, 24 September 2006
enum
{
EF_BONEMERGE = 0x001, // Performs bone merge on client side
EF_BRIGHTLIGHT = 0x002, // DLIGHT centered at entity origin
EF_DIMLIGHT = 0x004, // player flashlight
EF_NOINTERP = 0x008, // don't interpolate the next frame
EF_NOSHADOW = 0x010, // Don't cast no shadow
EF_NODRAW = 0x020, // don't draw entity
EF_NORECEIVESHADOW = 0x040, // Don't receive no shadow
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
};