Effects: Difference between revisions

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  [[EF_NODRAW]] = 0x020, // don't draw entity
  [[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
// parent and uses the parent's bbox + the max extents of the aiment.
// ent's origin at its parent and uses the parent's bbox + the max
// Otherwise, it sets up the parent's bones every frame to figure out where to place
// extents of the aiment. Otherwise, it sets up the parent's bones
// the aiment, which is inefficient because it'll setup the parent's bones even if
// every frame to figure out where to place the aiment, which is
  // the parent is not in the PVS.
// 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 10:29, 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
};