Effect flags
...
A set of bitflags for configuring client-side visual effects.
Contents
Usage From Hammer
Effect flags can be configured from Hammer. To do so, turn off SmartEdit and add a new keyvalue pair:
effects <n>
"n
" is the sum total of the flags you want to use. For example, 66 would mean EF_BRIGHTLIGHT
and EF_NORECEIVESHADOW
.
Alternatively, you can add the following code (or similar) to the FGD entries of entities you wish to use effect flags on:
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: "None" 1: "Bonemerge always (very expensive!)" 2: "Bright, dynamic light at entity origin" 4: "Dim, dynamic light at entity origin" 8: "No movement interpolation" 16: "Don't cast shadows" 32: "Don't draw entity (entity is fully ignored by clients, NOT server; can cause collision problems)" 64: "Don't receive dynamic shadows" 128: "Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge." 256: "Unsubtle blink" 512: "Flag parent as always animating and realign each frame" ]
If you wish to use effect flags on enough entity classes, it may be worthwhile to create or modify a BaseClass
instead of adding code to numerous entity classes individually.
Tip:Effect flags are enabled by default in TeamSpen's Hammer Addons.
Flags
- 1 -
EF_BONEMERGE
:Merges bones of names shared with a parent entity to the position and direction of the parent's. - 2 -
EF_BRIGHTLIGHT
:Emits a dynamic light of RGB(250,250,250) and a random radius of 400 to 431 from the origin. - 4 -
EF_DIMLIGHT
:Emits a dynamic light of RGB(100,100,100) and a random radius of 200 to 231 from the origin. - 8 -
EF_NOINTERP
- Don't interpolate on the next frame.Warning:Causes crashes.
- 16 -
EF_NOSHADOW
:Don't create a render-to-texture shadow, does not affect projected texture shadows.Note:Same asdisableshadows 1
. - 32 -
EF_NODRAW
:Entity is completely ignored by the client, and stops drawing the entity. Can cause prediction errors if a player proceeds to collide with it on the server, so userendermode 10
instead if this is a problem. - 64 -
EF_NORECEIVESHADOW
- Don't receive dynamic shadows.Note:Same as
disablereceiveshadows 1
. - 128 -
EF_BONEMERGE_FASTCULL
:For use withEF_BONEMERGE
. If set, the entity will use its parent's origin to calculate whether it is visible; if not set, it will set up parent's bones every frame even if the parent is not in the PVS. - 256 -
EF_ITEM_BLINK
:Blink an item so that the user notices it. Added for original Xbox, and not very subtle. - 512 -
EF_PARENT_ANIMATES
:Assume that the parent entity is always animating. Causes it to realign every frame.Note:Does not function with theeffects
keyvalue. - 1024 -
EF_MARKED_FOR_FAST_REFLECTION
- Marks the entity to render in fast water reflections.Note:Same as
drawinfastreflection 1.
- 2048 -
EF_NOSHADOWDEPTH
- Stops
env_cascade_lighting
andenv_projectedtexture
from making shadows for this entity.Note:Same asdisableshadowdepth 1
. - 4096 -
EF_SHADOWDEPTH_NOCACHE
- Don't cache this entity into shadow depthmaps, update it every frame.
- 8192 -
EF_NOFLASHLIGHT
- Stops projected textures from making shadows for this entity.Note:Same as
disableflashlight 1
. - 16384 -
EF_NOCSM
(in all games since ) - Don't cast shadows from cascade shadow maps.
Functions
AddEFlags()
/SetEFlags()
RemoveEFlags()
GetEFlags()
IsEFlagSet()