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
EF_BRIGHTFIELD : [1]
- The "pollen" or "firefly" particles that appear when a monster is placed inside a wall.
EF_MUZZLEFLASH : [2]
- A single-frame elight with the RGB(255,192,64) at attachment 0.
EF_BRIGHTLIGHT : [4]
- Emits a dlight of RGB(250,250,250) and a random radius of 400 to 431 from the origin.
EF_DIMLIGHT : [8]
- Emits a dlight of RGB(100,100,100) and a random radius of 200 to 231 from the origin.
EF_INVLIGHT : [16]
- 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.
EF_NOINTERP : [32]
- Don't interpolate on the next frame.
- Warning:Causes crashes.
EF_LIGHT : [64]
- 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.
EF_NODRAW : [128]
- Entity is completely ignored by the client, and stops drawing the entity.
- Important: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 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.
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
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"
]