Effect flags (GoldSrc)

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A set of bitflags for configuring client-side visual effects.

Flags

#define	EF_BRIGHTFIELD			1	// swirling cloud of particles
#define	EF_MUZZLEFLASH 			2	// single frame ELIGHT on entity attachment 0
#define	EF_BRIGHTLIGHT 			4	// DLIGHT centered at entity origin
#define	EF_DIMLIGHT 			8	// player flashlight
#define EF_INVLIGHT				16	// get lighting from ceiling
#define EF_NOINTERP				32	// don't interpolate the next frame
#define EF_LIGHT				64	// rocket flare glow sprite
#define EF_NODRAW				128	// don't draw entity
#define EF_NIGHTVISION			256 // player nightvision
#define EF_SNIPERLASER			512 // sniper laser effect
#define EF_FIBERCAMERA			1024// fiber camera
  •  [1] : EF_BRIGHTFIELD
       The "pollen" or "firefly" particles that appear when a monster is placed inside a wall.
  •  [2] : EF_MUZZLEFLASH
       A single-frame elight with the RGB(255,192,64) at attachment 0.
  •  [4] : EF_BRIGHTLIGHT
       Emits a dlight of RGB(250,250,250) and a random radius of 400 to 431 from the origin.
  •  [8] : EF_DIMLIGHT
       Emits a dlight of RGB(100,100,100) and a random radius of 200 to 231 from the origin.
  •  [16] : EF_INVLIGHT
       Get MDL lighting from the ceiling instead of from the floor. This has no effect if the model is currently receiving sunlight from a light_environment. Keep in mind that only world brushes (including func_group and func_detail) contribute to MDL lighting.
  •  [32] : EF_NOINTERP
       Don't interpolate on the next frame.
    Warning.pngWarning:Causes crashes.
  •  [64] : EF_LIGHT
       Emits a dlight of RGB(100,100,100) and a radius of 200 from the entity origin, and render 🖿sprites/animglow01.spr using glow rendermode if present.
  •  [128] : EF_NODRAW
       Entity is completely ignored by the client, and stops drawing the entity.
    Icon-Important.pngImportant:Can cause prediction errors if a player proceeds to collide with it on the server.
Confirm:Do flags 256, 512, and 1024 work in all games, or only Condition Zero Deleted Scenes Deleted Scenes?

FGD entries

These can either be added individually to a entity as needed, or made a BaseClass at the top of the FGD to be inherited.

J.A.C.K. J.A.C.K.

effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, simply type in the sum of the effect numbers, e.g., '72' for 64+8." =
[
	0 : "0 - None"
	1 : "1 - EF_BRIGHTFIELD" : "swirling cloud of particles"
	2 : "2 - EF_MUZZLEFLASH" : "single frame ELIGHT on entity attachment 0"
	4 : "4 - EF_BRIGHTLIGHT" : "DLIGHT centered at entity origin"
	8 : "8 - EF_DIMLIGHT" : "player flashlight"
	16 : "16 - EF_INVLIGHT" : "get lighting from ceiling, instead of from floor"
	32 : "32 - EF_NOINTERP" : "don't interpolate the next frame"
	64 : "64 - EF_LIGHT" : "rocket flare glow sprite"
	128 : "128 - EF_NODRAW" : "don't draw entity"
	256 : "256 - EF_NIGHTVISION" : "player nightvision"
	512 : "512 - EF_SNIPERLASER" : "sniper laser effect"
	1024 : "1024 - EF_FIBERCAMERA" : "fiber camera"
]

TrenchBroom TrenchBroom

effects(flags) : "Effect Flags"  =
[
	0 : "0 - None"
	1 : "1 - EF_BRIGHTFIELD: swirling cloud of particles"
	2 : "2 - EF_MUZZLEFLASH: single frame ELIGHT on entity attachment 0"
	4 : "4 - EF_BRIGHTLIGHT: DLIGHT centered at entity origin"
	8 : "8 - EF_DIMLIGHT : player flashlight"
	16 : "16 - EF_INVLIGHT : get lighting from ceiling, instead of from floor"
	32 : "32 - EF_NOINTERP : don't interpolate the next frame"
	64 : "64 - EF_LIGHT : rocket flare glow sprite"
	128 : "128 - EF_NODRAW : don't draw entity"
	256 : "256 - EF_NIGHTVISION : player nightvision"
	512 : "512 - EF_SNIPERLASER : sniper laser effect"
	1024 : "1024 - EF_FIBERCAMERA : fiber camera"
]